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Empty Rooms, and what do they mean?
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<blockquote data-quote="Nagol" data-source="post: 5639565" data-attributes="member: 23935"><p>Empty rooms are a resource.</p><p></p><p>For the DM:</p><p></p><ul> <li data-xf-list-type="ul">They are places to put touches on the past of the locale -- things overlooked/disregarded by the current inhabitants; things with little intrinsic value that can provide insight and/or moments of interest for engaged players in a setting where the PCs aren't involved in an immediate life or death struggle.</li> <li data-xf-list-type="ul">They provide natural breaks between placed encounters to help limit the amount of danger the PCs can pull at once.</li> <li data-xf-list-type="ul">They increase player uncertainty as to threat level and reduce player's tendency to rely on short-term buffs.</li> <li data-xf-list-type="ul">They allow for the placement of hidden threats that don't scream "I'm the only room without an obvious threat! Check me carefully!"</li> </ul><p></p><p>For the players:</p><ul> <li data-xf-list-type="ul">They allow the players to find tactically advantageous environments that can act as a safer killing field / home territory for the nearby area.</li> <li data-xf-list-type="ul">They provide insight as to original and historical uses for the dungeon. For players of a DM that appreciates their use, this can be pretty handy when trying to decide what areas are likely to have secrets, should have had substantial treasure, and/or help orient the party as to their placement to specific locations in the dungeon.</li> </ul></blockquote><p></p>
[QUOTE="Nagol, post: 5639565, member: 23935"] Empty rooms are a resource. For the DM: [LIST] [*]They are places to put touches on the past of the locale -- things overlooked/disregarded by the current inhabitants; things with little intrinsic value that can provide insight and/or moments of interest for engaged players in a setting where the PCs aren't involved in an immediate life or death struggle. [*]They provide natural breaks between placed encounters to help limit the amount of danger the PCs can pull at once. [*]They increase player uncertainty as to threat level and reduce player's tendency to rely on short-term buffs. [*]They allow for the placement of hidden threats that don't scream "I'm the only room without an obvious threat! Check me carefully!" [/LIST] For the players: [LIST] [*]They allow the players to find tactically advantageous environments that can act as a safer killing field / home territory for the nearby area. [*]They provide insight as to original and historical uses for the dungeon. For players of a DM that appreciates their use, this can be pretty handy when trying to decide what areas are likely to have secrets, should have had substantial treasure, and/or help orient the party as to their placement to specific locations in the dungeon. [/LIST] [/QUOTE]
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