Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Empty Rooms, and what do they mean?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="haakon1" data-source="post: 5639398" data-attributes="member: 25619"><p>I agree with all that's been said.</p><p></p><p>In my campaign, empty rooms are there for a reason that fits the locale. </p><p></p><p>Some examples that I recall in a goblin fortress we played through recently (using a WOTC module for 3.5e that I modified to fit my campaign):</p><p></p><p>1) The bedroom of the goblin shaman. The room is empty (except for two minor undead who take a flick of the wrist from the party cleric to destroy harmlessly) because the shaman on a trip. "Treasure" here includes minor gear he didn't need for the trip, and notes about why he went -- his disatisfaction with the new leader of the dungeon and his hope that the goblins who now control the Caves of Chaos (due to earlier action in the campaign) will help oppose this strange new force.</p><p></p><p></p><p>2) The storage room. Stored travel rations for several thousand hobgoblin days. Also, carpentry tools, torches, bandages, barrels of oil, and 5000 arrows. Who owns all this stuff, and why did they put it in this minor dungeon used by hobgoblin bandits?</p><p></p><p>It's all foreshadowing for the Red Hand of Doom module, of course! My idea for large food and weapon caches being found as a clue is from the history of the period leading up to the Tet Offensive in the Vietnam War.</p><p></p><p>For game purposes, in editions that were not obsessed with preventing the 15 minute workday, abandoned rooms provided the possibility that the PCs could rest -- which was sometimes a good idea, and sometimes not, as I run it.</p><p></p><p>The other game purposes, as mentioned, is it keeps the players guessing before they open a door -- you can't assume you should buff before each door, because there might be nothing there, and often it tales several minutes to determine if a room is REALLY empty and pointless, or not.</p><p></p><p>But finally, I go back to the common description of war that I've heard many times: "Days of sheer tedium, punctuated by seconds of pure terror". So empty rooms are a way to build in verisimilitude and amp up --or amp down -- the level of paranoia and stress for the PCs.</p><p></p><p>"Quiet, too quiet" is a place that can be fun to go. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="haakon1, post: 5639398, member: 25619"] I agree with all that's been said. In my campaign, empty rooms are there for a reason that fits the locale. Some examples that I recall in a goblin fortress we played through recently (using a WOTC module for 3.5e that I modified to fit my campaign): 1) The bedroom of the goblin shaman. The room is empty (except for two minor undead who take a flick of the wrist from the party cleric to destroy harmlessly) because the shaman on a trip. "Treasure" here includes minor gear he didn't need for the trip, and notes about why he went -- his disatisfaction with the new leader of the dungeon and his hope that the goblins who now control the Caves of Chaos (due to earlier action in the campaign) will help oppose this strange new force. 2) The storage room. Stored travel rations for several thousand hobgoblin days. Also, carpentry tools, torches, bandages, barrels of oil, and 5000 arrows. Who owns all this stuff, and why did they put it in this minor dungeon used by hobgoblin bandits? It's all foreshadowing for the Red Hand of Doom module, of course! My idea for large food and weapon caches being found as a clue is from the history of the period leading up to the Tet Offensive in the Vietnam War. For game purposes, in editions that were not obsessed with preventing the 15 minute workday, abandoned rooms provided the possibility that the PCs could rest -- which was sometimes a good idea, and sometimes not, as I run it. The other game purposes, as mentioned, is it keeps the players guessing before they open a door -- you can't assume you should buff before each door, because there might be nothing there, and often it tales several minutes to determine if a room is REALLY empty and pointless, or not. But finally, I go back to the common description of war that I've heard many times: "Days of sheer tedium, punctuated by seconds of pure terror". So empty rooms are a way to build in verisimilitude and amp up --or amp down -- the level of paranoia and stress for the PCs. "Quiet, too quiet" is a place that can be fun to go. :] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Empty Rooms, and what do they mean?
Top