https://www.youtube.com/watch?v=ayYBNCc-9VY
(And this has overlap https://www.youtube.com/watch?v=llvjPbJdFro)
He’s got some good stuff. Here he says 3 main things, OSR especially-
- Loops
- Telegraphing
- And breathing life into the dungeon
Loops, ok… hidden passages etc. And loops in paths coming back to familiar rooms.
- Give a shorter but more dangerous route option, make it obvious.
- Longer route is ok, but torch timers.
Telegraphing
- Pit trap
- Dust patterns shift
- A faint draft rises from cracks
- Scratched stone that hints at past victims
- The torchlight disappears into blackness beneath the flagstone
- Other trap
- Scortch marks
- Dampness
- Dried blood or a dried corpse from before
- Monster nearby
- Strange smells
- Claw marks
- Half eaten meals
- A rhythmic thumping echo
- Treasure
- A glint under the ruble
- A recent footprint
- Soot(?) that isn’t as old as the rest . ???
Make it alive. Motion
- Dripping water
- Distant clanging
- Warm or cold air currents
- Rats bolting past in fear of something
- Chanting from deeper holes
Make it alive, Factions and territory
- Factions n territory
- Ex, goblins avoid undead rooms.
- Ex a cult in lower levels.
- A beast that denies passage
Rooms exist in 3 states, normal, disturbed, or reacting. Example… patrols doubled bcuz party. Boss moves new area. Smoke alters navigation bcuz they made fire.
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