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Empty Rooms, and what do they mean?
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<blockquote data-quote="Balsamic Dragon" data-source="post: 5639554" data-attributes="member: 2433"><p>I do two kinds of empty rooms:</p><p></p><p>One is a bunch of empty rooms, with maybe one or two interesting things among them. In that case, there's a reason the area is abandoned, but the party still has the motivation to explore it. I don't have them map and explore each room. Instead, I use skill checks and abilities based on their description of how they are exploring the area. Are they splitting up? Are the buffing before every room? Who can detect secret doors and such? That helps me determine the state of the party when they eventually do discover something interesting, and I don't have to role-play each individual empty room.</p><p></p><p>If I have a few empty rooms in a mostly inhabited area, I'll do them individually. But story-wise, I like to have something in every room, even if it is just for foreshadowing or mood-setting purposes. Maybe a puddle of frozen water is in the corner of the room. Water has seeped through the wall, and later froze. This could give the party a clue as to the age of the structure and how long this room has been empty. Monsters could leave tracks in a room that they visit, even if they aren't there now. This keeps things relatively realistic, while not wasting the party's time.</p></blockquote><p></p>
[QUOTE="Balsamic Dragon, post: 5639554, member: 2433"] I do two kinds of empty rooms: One is a bunch of empty rooms, with maybe one or two interesting things among them. In that case, there's a reason the area is abandoned, but the party still has the motivation to explore it. I don't have them map and explore each room. Instead, I use skill checks and abilities based on their description of how they are exploring the area. Are they splitting up? Are the buffing before every room? Who can detect secret doors and such? That helps me determine the state of the party when they eventually do discover something interesting, and I don't have to role-play each individual empty room. If I have a few empty rooms in a mostly inhabited area, I'll do them individually. But story-wise, I like to have something in every room, even if it is just for foreshadowing or mood-setting purposes. Maybe a puddle of frozen water is in the corner of the room. Water has seeped through the wall, and later froze. This could give the party a clue as to the age of the structure and how long this room has been empty. Monsters could leave tracks in a room that they visit, even if they aren't there now. This keeps things relatively realistic, while not wasting the party's time. [/QUOTE]
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Empty Rooms, and what do they mean?
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