Dungeon Design Tips - Empty Rooms

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  • Опубликовано: 21 окт 2024
  • What do you put in all those empty rooms? Here's some ideas to help stock your dungeon.
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Комментарии • 9

  • @Sonicracer100
    @Sonicracer100 9 месяцев назад +2

    I remember adlibbing an empty room with just a painting of a dragon like creature in a room with broken furniture. They defaced the dragon painting, and got yelled at by a force associated with said dragon like creature deep in the earth.
    That force became a force of nature. A chaotic presence that hounded the players one way or another through the campaign. All because of an adlib, and that was amazing fun.

  • @nohandlemebruh
    @nohandlemebruh 11 месяцев назад +2

    Dang now I want to do a whole bit where I run a campaign for 5-6 sessions, always carefully explaining rooms, so that even if they're "empty", I explain the dirt and debris that may indicate fights, outlines on wall or floor for furniture, never truly empty. and then one day, "the room is *empty*" and watch the alarm bells go off

  • @ddgant
    @ddgant 11 месяцев назад +4

    Excellent video. This matches my thoughts and design tenets. I love using "empty" rooms to foreshadow, telegraph, and provide exposition. The "empty" room indication is not literal. I hope to seldom use the word "empty" in my own adventure writing. Intentional "rest" rooms (lol) are not something I'd thought about before, but I will now!

  • @pandoraeeris7860
    @pandoraeeris7860 11 месяцев назад

    I'm a fan of architectural accuracy in "dungeon" design.

  • @vidgrip8622
    @vidgrip8622 11 месяцев назад +4

    Rooms exist because the original builders wanted them. They made sense then, even if it isn't apparent now. 50% being currently empty is still a good rule of thumb. I'd never tell players a room is safe. Let them make their own judgements. I'd get annoyed if a DM wanted to push me through a room without letting me decide if I wanted to spend time searching it. Making those decisions is an important part of exploration, one of the three pillars of gameplay, not a waste of time. Great ideas for tools and materials in "empty" rooms.

  • @coldwarrior78
    @coldwarrior78 11 месяцев назад +2

    Good ideas. I try to not say a room is empty. The room appears empty, is more appropriate, allowing you to hide small treasures or tools in piles of rags, etc. I always know what the original use of the room was, in order to appropriately dress the room. I find that hiding keys and map fragments in otherwise empty rooms burns resources but if there is truly nothing there, I note the time spent and announce that they have found nothing of interest. Even old rags might be a resource if the party needs to make torches.

  • @HowtoRPG
    @HowtoRPG 7 месяцев назад

    You really aren't talking about an empty room. The ideas are good for rooms that focus on exploration.

  • @frenstcht
    @frenstcht 8 месяцев назад

    Are yours the weather books & parlor tricks? Just those? Are there more that are yours?

    • @rangerlemure
      @rangerlemure  8 месяцев назад

      Those are it at the moment, more to come!