Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/5/84; site t4test.UUCP Path: utzoo!watmath!clyde!bonnie!akgua!sdcsvax!dcdwest!ittvax!decvax!decwrl!sun!qubix!t4test!chip From: chip@t4test.UUCP (Chip Rosenthal) Newsgroups: net.games.frp Subject: Re: dungeon planning Message-ID: <1331@t4test.UUCP> Date: Fri, 8-Feb-85 23:09:02 EST Article-I.D.: t4test.1331 Posted: Fri Feb 8 23:09:02 1985 Date-Received: Mon, 11-Feb-85 03:56:12 EST References: <1020@ihuxe.UUCP> Reply-To: chip@t12tst.UUCP Organization: Intel Peripheral Comp Mfg, Santa Clara Lines: 27 > From: rainbow@ihuxe.UUCP > Date: 8 Jan 85 18:37:30 GMT > > 7)Usually detail is lost in the heat of the moment. Your efforts are usually > wasted in these areas. Don't bother with details where you are only placing > monsters. If your goal of embellishment is to create a fantastic, realistic dungeon then yes, I agree. But as you point out details can give away an awful lot about your dungeon. ("How come every room has been basic dungeon wall and two chairs, but this one has an amazingly ornate fireplace?") Maybe it would be good to detail as many unexceptional rooms as you do exceptional ones. From chuqui@nsc: > >A secondary question that comes to mind is that first dungeon? What was it > >like being a DM the first time? what mistakes did you make that you would > >warn others about? Any traps and pitfalls the novice DM needs to worry > >about? Becoming a slave to tables and rules. Improvision and discresion is the better part of DM'ing. -- Chip Rosenthal, Intel/Santa Clara {cbosgd,idi,intelca,icalqa,kremvax,qubix,ucscc} ! {t4test,t12tst} ! {chip,news}