Keying and how we all do it?

Gus L

Adventurer
I've been thinking a lot about keying again... perhaps it's my day job moving into highly restricted forms of informational writing, perhaps it's the One Page Dungeon Contest rolling around again, and perhaps writing dungeon keys is just something I find comforting.

I wrote a post about it (specifically about interactivity) a few weeks ago that I'll link at the bottom rather then transposing an essay worth of junk here - because my question is more speculative:

1. How do you do dungeon keys?
1a. How do you write them (presumably for something you want to share with others to run)?
1b. How do you like them to look when you're reading keys written by others?

Personally I tend to be a pretty baroque key writer - and this is not necessarily a good thing - because I tend to design weirder less standard sorts of locations. This makes it tricky because I also agree that keys can get way way to long very quickly. It's a balancing act ... between interactivity and confusion ... between mechanical use and sticky evocative description ... between wonder producing unexpected imagery and accessible genre standards ... between thematic consistency and novel excitement

A real tightrope ... one that 11 year olds can walk pretty well if I remember right ... so how does everyone else walk it?

The post where I dig into a bit more on my thoughts (I'm more interested in yours - only click this link if you are bored - write a response instead if it's either or).
 

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This is an ongoing development for me. I started with the classic boxed text and then the description underneath in a single paragraph, like the old TSR stuff. I even remember when the boxed text was a new idea!
But this is clunky, it delays play. The text gets ignored and the details are lost in the text.
After a lot of development, some useful reviews (some not so useful), we have our latest model. It will continue to evolve I am sure:
Location number as per the map and a unique name for reference and to find a room that you know but are not sure where it is.
Approach information like noise, smells, tracks and such.
Boxed description. Yes I know this is old school and a bit ploddy but it's in paragraphs, with the obvious stuff first and nothing you wouldn't see immediately. No reference to time of day or the like.
The main threat. The monster and it's immediate likely response or options. Details of the trap or whatever.
Monster stat blocks in a bullet list or just a list. A consistent format with key items in bold.
Likely immediate outcomes, options, links to other NPCs or encounters.
Then the details. Each para headed with the main thing in bold. Traps, treasure and magic highlighted.

Like I said, a work in progress. The scenarios seem to have been well received although reviews and ratings seem unfashionable.
It covers all the requirements. There is flexibility. All the important info is there. It kind of lends itself to solo play too.
BUT it still feels clunky. The DM needs to read it beforehand, although not particularly thoroughly perhaps, which is a reasonable expectation, so I am not sure why I doubt myself. Any suggestions gratefully received... Www.dunrominuniversitypress.co.uk
 

After a billion years of doing this, I've found the best setup for me is:

#. Plain-English Room Title. Keywords. One-sentence overview, if such is deemed necessary in addition to the keywords.
Keyword that needs description upon closer inspect, preferably no more than 1-2 sentences. Minimal, list, of, findings, if, needed, beyond, that.
Rules reference, such as a monster or treasure with reference source and page #, and/ or reference to an appendix where additional details are.

For example:

9. Kitchen. Wicked cutlery, rusty pots and pans, pantry. The skeletons here are busy cooking and cleaning 24-7.
Wicked cutlery. Every knife here is the equivalent to a dagger; they are all brutish and nasty. No butter knives here!
Pantry. The nearest 2 skeletons will attack anyone entering the pantry that isn't cleared to do so. Several pounds of normal foodstuffs, 3 vials of giant scorpion venom (DMG p#).
Skeletons x2d4+2 (The Monster Overhaul p#)
Sue the Chef, goblin master chef (Appendix p#)

No add'l text for the rusty pots and pans. Game terms are bolded where appropriate/ necessary. Having an appendix of custom monster/ treasure stat blocks allows me to format it and page-number it independently, which is a hold-over from when I published games: I could easily have a separate appendix for printing out that kind of thing, or even have separate appendices based on game system or whatever.

That particular entry is actually pretty wordy for what I normally do. There are often rooms/ areas that don't even need that much text: just the first line is enough. Populating the room comes down to roll tables for encounters, treasures, and maybe even secrets/ clues or some other custom table relevant to the adventure.
 

I generally go with a very minimalist OSR-style bullet point system. Just the facts and nothing more.

I came a ross this video when it came out and really dug the idea. Haven’t tried it yet, but it sounds great.

 

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