Room Description in RPGs


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Interesting.

I think a clear understanding of the difference between glancing and seeing (as described in Incident (a really interesting book, by the way)) would benefit many writers of descriptive text in adventures.
 

Incidentally, I used to have fits over the way a number of OD&D and 1E adventure modules would include very detailed "boxed text" room descriptions that would disclose several lines of descriptive text followed by an almost off-hand revelation that monsters were in the room and now moving to attack... It's amusing to crack open my old adventures and discover the liberal use of a highlighter that helped me deal with this particular habit.

:cool:
 

OD&D Adventurers? If I recall correctly, they were still doing this in Return to the Temple of Elemental Evil.

"...but, all of that beautifuly written fluff about the ruined Moathouse aside...the most important thing you see in the courtyard is a Blue Dragon. Roll Initiative."
 

There's a good reason for doing it that way. If you mention the dragon first, the players are likely to ignore the rest of the room description. I don't think an adventure should go overboard, but I do think its a good idea to lay out the basic contours and furnishings of a room before talking about the monsters.
 

Incidentally, I used to have fits over the way a number of OD&D and 1E adventure modules would include very detailed "boxed text" room descriptions that would disclose several lines of descriptive text followed by an almost off-hand revelation that monsters were in the room and now moving to attack... It's amusing to crack open my old adventures and discover the liberal use of a highlighter that helped me deal with this particular habit.

:cool:

Oh yeah those were a laugh a minute.


" The door opens, revealing a large room beyond. The room is 40 feet wide and 40 feet long. You can see another door across from you on the North wall. The door is in the center of the wall. The room is sparsely furnished. There is a bed in the Northeast corner of the room, it is unmade and dirty looking. There is a small table next to the bed. Upon the table are a pitcher and a large bowl. A large wooden chest sits against the center of the West wall. The chest is fashioned out of some type of dark wood and is banded by wide strips of iron. The chest does not appear to have any external latch or lock.

The center of the room is dominated by a large circular table surrounded by several semi-circular matching benches. Upon the table are several flagons, numerous cards, and a pile of clothing and various pieces of armor.
Seated at these benches are seven large pig-faced humanoids. Several of the humanoids are wearing leather armor, a few appear to be wearing undergarments, and one is naked. The humanoids look up in suprise as the door is opened".

Kind of like that. :lol:

There was a review of a product in Dragon Magazine #99 that featured room descriptions. It was about dividing up descriptive elements based on a quick glance (major features, creatures, threats), a normal observation ( standard contents), and a detailed search ( not-so obvious features). I'm gonna have to dig up that issue and give it a look again, it was very entertaining as I recall.
 
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I don't think an adventure should go overboard, but I do think its a good idea to lay out the basic contours and furnishings of a room before talking about the monsters.

Basic, yes. But two whole paragraphs? It's too much. I try to restrict descriptions to the most obvious and fundamental elements of the environment, which frequently include any occupants. After combat, I will readily revisit the details, particularly regarding any specific questions that are fired at me.

As the DM, you are the PCs' sole window to the world. Your words outline every bit of sensory input that is available to them. Details are vital to this relationship... but they also need to be available at the discretion of the PC. It is not important that they know the detailed carvings in the side of the dressing table whilst being charged by the hobgoblin with the meat cleaver.
 

There's a good reason for doing it that way. If you mention the dragon first, the players are likely to ignore the rest of the room description. I don't think an adventure should go overboard, but I do think its a good idea to lay out the basic contours and furnishings of a room before talking about the monsters.
What I've always wondered about this, though, is wouldn't the characters also ignore the rest of the room description until after the monster is dead? I know I would!

I think from now on, I'll actually wait until all the obvious monsters are dealt with before reading room descriptions.
 

I think from now on, I'll actually wait until all the obvious monsters are dealt with before reading room descriptions.
Well, certain features and furnishings obviously need to be mentioned up front, in as much as the PCs have cause and opportunity to take note of them. A more accurate image of the battleground can serve to inject a level of reality into the scene, and occasionally offer interesting elements to the combat.

You know... it can be jarring for goblins to begin throwing pots and pans at the characters in the midst of a combat if the players were unaware that they were standing in a kitchen.
 

Well, certain features and furnishings obviously need to be mentioned up front, in as much as the PCs have cause and opportunity to take note of them. A more accurate image of the battleground can serve to inject a level of reality into the scene, and occasionally offer interesting elements to the combat.

You know... it can be jarring for goblins to begin throwing pots and pans at the characters in the midst of a combat if the players were unaware that they were standing in a kitchen.

Exactly the point I was trying to make.

"You burst through the door and find yourself in a reeking kitchen. A huge fire burns against the back wall. A wide table covered with rotted meat stands to your left. Six leering goblins crowd the chamber. The largest, who wears a chef's hat and stained apron looks at you and shouts 'Bree-yark!'"

The players need to know where they are (a kitchen) and they need to know any features that might be tactically interesting (a table for higher ground, a fire to push enemies into). They don't need to know the contents of the spice rack or what's inside the cabinets.
 

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