Generic Room Descriptions?

DonTadow said:
That's what Ithought at first, but I believe what he's saying is you should put some detail and description in every room.

If you have a generic room in your dungeon, then there's something wrong. In other words, there is no such thing as generic room.

Since you've taken to arguing what I meant, and neither of you are quite getting it, I thought I'd try to step in an clarify - though in all likelihood I'll just end up confusing you more.

Yes, DonTadow just said about what I said is true, but it doesn't go far enough. It's not enough to put in a mere description and think you've rendered the room non-generic. That would be fine if RPG's were merely novels, but they aren't. Your job as a DM is to create a shared imaginary space which is non-linear and two dimensional. To do that, you have to flesh out the things in that space. A description is a 2D image of the space, but its flat and the player's can't really interact with it. If you create a room and just put in the room a 2D image of the room, you haven't yet finished your job and you haven't yet significantly changed the room from being an empty room. A player entering the room will quickly discover that the room is featureless, in much the same way that a character might discover that something is an illusion. It's not enough to give the player something to see, you have to give the player something to do.

Which brings us to the point that Sado is confused on:

Sado said:
It sounded like his point was that you shouldn't include anything in a dungeon not related to the story. Only it doesn't work that way, because the PC's may not want to stay on the A-B-C path you had planned.

My point differs from what you think my point is in exactly one word - 'the'. In actuality, my point is that you shouldn't include anything in a dungeon not related to a story. In this context, the article 'the' is very different than the article 'a', precisely because you are right the DM can never be completely sure exactly what the story is going to be. But it is a very different thing to suggest that nowhere the player's go should be devoid of story, and to suggest that nowhere the players go should be devoid of the story that I want them to do. Sure, not everything that the player's find in the abandoned temple might directly relate to the particular quest that they are on at the moment. In fact, like a good mystery story, its often worth it to develop subplots and red herrings - provided you can actually think of some subplots and red herrings that are reasonably interesting. Truly 'empty' areas don't serve that purpose, and in fact they don't really serve any purpose at all.

Even if making everywhere interesting is unrealistic (and to begin with, I'd argue that most everywhere in the real world is more interesting than an empty room), I think that at some point you need to realize that fiction is by definition the illusion of life which is larger and more interesting than life is. That fiction occurs and generally only occurs during that portion of the life of the characters which is more interesting than ordinary life. The characters adventures should be similarly rich and interesting, and not a tedious crawl through empty rooms looking for where the DM hid the things of importance.

As an example, one of the worst habits I had to break as a dungeon designer was the desire to make dungeons symmetrical. In real life, most buildings are symmetrical or nearly symmetrical, because most buildings are designed to be functional and symmetrical is often an aid to functionality. But symmetrical dungeons have a tendency to be redundant and redundancy is a literary sin of no small magnitude. You map should not contain numerous rooms of roughly identical contents. (The most common sin of this sort that annoys me are rows of gaurd rooms keyed to the same encounter and contain 2d4 Gnolls or whatever.) Realistic or not, this is bad design in a dungeon. Again, I keep mentioning this map, but take a look at the map to Castle Ravenloft in I6. Notice all the broken symmetries? Notice the relative lack of featureless rooms? Notice the high degree of 3D structure, and the subtle channeling that occurs in the map even though its not linear. I'm not saying the map is perfect, because we could probably quibble over whether the Crypt level is too maze-like and tedious in actual play and whether a couple of rooms should be give abit more detail, but it is nonetheless a fabulous example of good dungeon design.
 

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Celebrim said:
Which brings us to the point that Sado is confused on:



My point differs from what you think my point is in exactly one word - 'the'. In actuality, my point is that you shouldn't include anything in a dungeon not related to a story.

I disagree. Not everything in real life is related to an interesting story. There are bound to be mundane, unimportant things, just as in real life.

In this context, the article 'the' is very different than the article 'a', precisely because you are right the DM can never be completely sure exactly what the story is going to be. But it is a very different thing to suggest that nowhere the player's go should be devoid of story, and to suggest that nowhere the players go should be devoid of the story that I want them to do. Sure, not everything that the player's find in the abandoned temple might directly relate to the particular quest that they are on at the moment. In fact, like a good mystery story, its often worth it to develop subplots and red herrings - provided you can actually think of some subplots and red herrings that are reasonably interesting. Truly 'empty' areas don't serve that purpose, and in fact they don't really serve any purpose at all.

Even if making everywhere interesting is unrealistic (and to begin with, I'd argue that most everywhere in the real world is more interesting than an empty room), I think that at some point you need to realize that fiction is by definition the illusion of life which is larger and more interesting than life is. That fiction occurs and generally only occurs during that portion of the life of the characters which is more interesting than ordinary life. The characters adventures should be similarly rich and interesting, and not a tedious crawl through empty rooms looking for where the DM hid the things of importance.

As an example, one of the worst habits I had to break as a dungeon designer was the desire to make dungeons symmetrical. In real life, most buildings are symmetrical or nearly symmetrical, because most buildings are designed to be functional and symmetrical is often an aid to functionality. But symmetrical dungeons have a tendency to be redundant and redundancy is a literary sin of no small magnitude. You map should not contain numerous rooms of roughly identical contents. (The most common sin of this sort that annoys me are rows of gaurd rooms keyed to the same encounter and contain 2d4 Gnolls or whatever.) Realistic or not, this is bad design in a dungeon. Again, I keep mentioning this map, but take a look at the map to Castle Ravenloft in I6. Notice all the broken symmetries? Notice the relative lack of featureless rooms? Notice the high degree of 3D structure, and the subtle channeling that occurs in the map even though its not linear. I'm not saying the map is perfect, because we could probably quibble over whether the Crypt level is too maze-like and tedious in actual play and whether a couple of rooms should be give abit more detail, but it is nonetheless a fabulous example of good dungeon design.

The problem with what your saying is that pretty much any dungeon in a game world was originally built for some other purpose than for the PC's to explore. Consequently, it's design should reflect that purpose, and not just the needs of advancing a story.

In other words, sometimes a lavatory is just a lavatory.

All I was looking for when I started this thread was a resource with descriptions of various rooms, so that when the PC's walk into the lavatory, I have more to say than just "You enter a lavatory, there are exits to the north and east". If I want to add interesting stuff, I can always do that. I was just looking to cut out some time with the room descriptions
 



Sado's point is still valid, and not contradictory to Celebrim's.

Having a program that generate random room descriptions would help spur ideas for some DM's and cover the minimum needed info for a room.

Whether a particular room is actually important or needed in the adventure is a seperate discussion. In fact Sado's request seems to validate Celebrim's theory. Celebrim points out that everything should have a story (ideally). It may be that each thing has different unrelated stories (perhaps that torn backpack was left by a goblin who left rather hastily, when the father of his hobgoblin girlfriend found them together in room 10A). Without such a tool to help DM's create the random fluff such rooms contain, room 10A ends up as "10'x10' room."

However, if the program generated the following bits:
10x10 room
dirty bed with stained blanket
torn backpack

Then the DM may get new ideas. It's certainly better than the DM being stuck with a 10x10 room with nothing in it and the players asking, "hey, what's in this room?" This is especially useful when players goto places you hadn't planned on.

Janx
 

Sado said:
The problem with what your saying is that pretty much any dungeon in a game world was originally built for some other purpose than for the PC's to explore. Consequently, it's design should reflect that purpose, and not just the needs of advancing a story.

I didn't say anything that contridicted that.

In other words, sometimes a lavatory is just a lavatory.

Ok, great. Lavatories are a nice emersive touch that reminds the PC's that they a moving around in some inhabitants (current or former) living space. So....

All I was looking for when I started this thread was a resource with descriptions of various rooms, so that when the PC's walk into the lavatory, I have more to say than just "You enter a lavatory, there are exits to the north and east". If I want to add interesting stuff, I can always do that. I was just looking to cut out some time with the room descriptions

Your work doesn't end when you dress the lavatory. Is the lavatory still in use? If so, what in dungeon is using it. What is down the hole? Where does the hole go? If the hole goes nowhere, and the lavatory is still in use, why hasn't the hole filled up? If the lavatory is still in use, why didn't we smell the lavatory three rooms away? Any dressing of the lavatory you make only increases the number of questions that need to be answered. Ok, so there is some broken basins in the room. Are they decorated in any way? Can I tell from thier style approximately how old they are? There is some graffetti carved on the wall? What language is it in? What does it say?

The gotcha in this is that the more detailed and interesting your description, the more work is involved and the more the characters will want to probe the environment. Now imagine that your dungeon contained 2/3rds rooms that were just elaborate descriptions. How long before the players would get tired of this song and dance of playing with the toy and finding that there was hardly ever a reward? How long before the players would start metagaming by 'poking' the environment, watching your responce and determining from that whether or not they should waste any more time in this well dressed but utterly empty room.

Celebrim points out that everything should have a story (ideally). It may be that each thing has different unrelated stories (perhaps that torn backpack was left by a goblin who left rather hastily, when the father of his hobgoblin girlfriend found them together in room 10A). Without such a tool to help DM's create the random fluff such rooms contain, room 10A ends up as "10'x10' room."

That pretty much hits the nail on the head. Over time I've learned that there are things you can do without sacrificing realism that are just more fun than saying 'nothing to see here, move along' in increasingly flowery ways. The player's might almost never figure out how all the things that they find are related, and might never learn the story behind why the Hobgoblin female in room 10A is pregnant and why the hobgoblin male in room 11 is furious with goblins, but so what. It's there if you need it.
 

DonTadow said:
It's a simple MS Access database that lists the type of escription, the adventure, magazine and notes on what i can expect basically from it.

when i get ready to build a story arc i open it up and see what woudl fit and what i can twist to fit, then open up the bits book for filler leave your emai laddress and i'll send what i have

Er, since it's the whole reason I started this thread, let me just add a "me too". jhogun at netzero dot com
 

Wow I"m glad i got a good response. I will email those whom requested it. I apologize for any additional notes that make no sense as this database is geared towards my campaign and i have some descriptions labeled for future events and dungeons. I still need to obtain the march issue of dungeon.

I am in the process of catelogging Npcs, creatures, items and prestiges for the dragon books i own and any back issues I pick up.
 

Celebrim said:

Geez, dude, I'm not looking for a lecture on why the way I design dungeons is wrong, and why that water pitcher on the shelf shouldn't be there unless it has some fascinating story behind it. I appreciate the "help", but I'm just looking for a source book or program to generate basic room descriptions on the fly.
 

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