roguemetal
2013-01-03, 07:33 PM
How do you describe a room?
This may seem lengthy, but it's a legitimate question.
Most DMs fall into a relatively niche playstyle sometime throughout their time running campaigns that players either like, or don't. Better DMs are flexible, able to run a campaign based on the expectations of those running it, with excellent acting skills, quick reactions, and an impeccable ability to rewrite their entire campaign in an instant if something doesn't go as expected. The only thing that seems to stay relatively true for all DMs, is that they describe a room the same way each time. I hope that with a little help from the community we can pinpoint an ideal method or I can abolish the idea entirely.
Sometimes it's an obvious method, starting with architecture, moving to people, then describing the small things. Others begin with each of the senses, move to describing the space, and then points of interest. I've also played with a few who only describe the immediately relevant features of a room until prompted, which is rather annoying in my opinion. There are also patterns of explanation, such as leaving the most integral details last, or third to last in a sequence, which is easy for metagamers to exploit. More complicated DMs I've had have used the Fibonacci sequence to determine the order the room is described in using the encounter level before it as a base, just so she didn't need to worry about falling into an obvious pattern. Context is of course important, but I find I definitely fall into a pattern of describing walls and the space before the encounter itself unless the encounter was continued from the last room.
My rooms are usually something like this:
You're hit by a salty smell like that of brine, but there's something foul, maybe rotted in its stench. You see a stone hallway peppered with holes, wide and dimly lit by torches to reveal iron cages built into the wall, four on each side across from one another with the torches hanging on the wall between them. As you step inside across the cold cobblestones, something in one of the cages to the east wrapped in skins seems to move. From further down the hall in complete darkness you can hear the echo of a tap-tap-tapping sound and feel a slight breeze.
I start with smells, move to structure, adress movement based on location, then add ambient information. The rest is per request.
So the question is, how do you describe a room? Is there a prefferred method? Are you aware of any pattern you might have, intentional or not?
This may seem lengthy, but it's a legitimate question.
Most DMs fall into a relatively niche playstyle sometime throughout their time running campaigns that players either like, or don't. Better DMs are flexible, able to run a campaign based on the expectations of those running it, with excellent acting skills, quick reactions, and an impeccable ability to rewrite their entire campaign in an instant if something doesn't go as expected. The only thing that seems to stay relatively true for all DMs, is that they describe a room the same way each time. I hope that with a little help from the community we can pinpoint an ideal method or I can abolish the idea entirely.
Sometimes it's an obvious method, starting with architecture, moving to people, then describing the small things. Others begin with each of the senses, move to describing the space, and then points of interest. I've also played with a few who only describe the immediately relevant features of a room until prompted, which is rather annoying in my opinion. There are also patterns of explanation, such as leaving the most integral details last, or third to last in a sequence, which is easy for metagamers to exploit. More complicated DMs I've had have used the Fibonacci sequence to determine the order the room is described in using the encounter level before it as a base, just so she didn't need to worry about falling into an obvious pattern. Context is of course important, but I find I definitely fall into a pattern of describing walls and the space before the encounter itself unless the encounter was continued from the last room.
My rooms are usually something like this:
You're hit by a salty smell like that of brine, but there's something foul, maybe rotted in its stench. You see a stone hallway peppered with holes, wide and dimly lit by torches to reveal iron cages built into the wall, four on each side across from one another with the torches hanging on the wall between them. As you step inside across the cold cobblestones, something in one of the cages to the east wrapped in skins seems to move. From further down the hall in complete darkness you can hear the echo of a tap-tap-tapping sound and feel a slight breeze.
I start with smells, move to structure, adress movement based on location, then add ambient information. The rest is per request.
So the question is, how do you describe a room? Is there a prefferred method? Are you aware of any pattern you might have, intentional or not?