Inverted room descriptions


Dungeon Magazine General Discussion


I didn't want to have to do it but it looks like I'm going to have to start re-writing some of the room descriptions in Dungeon adventures.

I've noticed the descriptions are usually written backwards of how a party entering the room would notice things, presumably so that the major important stuff in the room is fresh in the players' minds from the end of the boxed text vis the petty stuff mentioned first. This lead to a very comical event during this weeks Whispering Cairn adventure that, if you'll allow me some...

SPOILER SPACE...

I'll tell you about.

It was in Filge's dining room where the paragraphs of boxed text talk about the doors, stairs, shelves, and knicknacks before concluding with the rotting corpses sitting at the dining table. Now, I don't know about you, but I think the condition of the mantel would go completely unnoticed in the face of rotting corpses sitting at a dining table.

As the group explored the room, one of the party members cautioned another to keep quiet because they didn't want to alert the evil wizard upstairs.

The other player said "so what?" Even if the wizard did come downstairs, the party would get a couple rounds of actions while the wizard looked at all the doors, stairs, shelves and knicknacks before even noticing the party standing in the center of the room.

Suffice to say, tensions were lost. This is really only the most blatant version of the inverted room description.

With this in mind, I've decided to write up a 'preliminary room description' for each room that needs it describing the initial impressions (ie corpses at a table) and then reading the boxed text should the party decide to ignore that and examine the room more.


I've noticed those pesky room descriptions too which unfortunately leads me to largely ignore or massively rewrite the boxed text in many adventures. It's like your noticing how thick the layer of dust is or the intricate detail on the floor mirror in the dimly lit corner and then, oh, by the way, fourteen mind-flayers and a demon are preparing to attack.
Anyway, despite the loss of tension, sounds like the response was comical and somewhat forgiving. I too understand the reasons why the boxed text are printed the way they are but it doesn't mean I have to like it!


Well as one of those people who've written the room descriptions, I can tell you that I think it's a little strange too.
The problem is that the boxed text is written as a description only. It cannot assume any action by the adventurers. Likewise, it cannot assume that the creatures the author originally placed in the room are still there.
Sometimes, I supply two sets of boxed text, one for the room itself and another for the creatures in the room.
I would say that the best way to handle this is to allow a little "pre-initiative" time to read the room description and describe any creatures the characters might see. Once that's all done, ask for actions (or simply roll initiative).
At the very least, I suppose its important for the players to know the size, shape and obstacles in a room. They can find out about the gold-leaf framed mirror with carvings depicting the sun god's rise into the heavens after the fight is over.


John Simcoe wrote:

Well as one of those people who've written the room descriptions, I can tell you that I think it's a little strange too.

The problem is that the boxed text is written as a description only. It cannot assume any action by the adventurers. Likewise, it cannot assume that the creatures the author originally placed in the room are still there.
Sometimes, I supply two sets of boxed text, one for the room itself and another for the creatures in the room.
I would say that the best way to handle this is to allow a little "pre-initiative" time to read the room description and describe any creatures the characters might see. Once that's all done, ask for actions (or simply roll initiative).
At the very least, I suppose its important for the players to know the size, shape and obstacles in a room. They can find out about the gold-leaf framed mirror with carvings depicting the sun god's rise into the heavens after the fight is over.

I don't use the box text really but I can see why they invert it. I often find that there is something of an issue missing important details etc. if you start with the highlights. My solution is to do the basic features of the rooms ultra quick but slow down and take my time with the highlights. 'A table with some junk on it' as opposed to a big description of whats on the table. If the players decide they care they can quiz me - if they are more interested in the Necromancers spell casting...well good for them.

Of course if the players are always quizing you then its time to give them the whole shebang as the default. I think in part your players are just trying to tell you that they don't want to know about every hinge in the building and can you just cut to the chase so they can get on with being heros.

Paizo Employee Creative Director

The boxed text serves 2 purposes. First: It allows a DM to just read through the room's description for his players without fear of spoiling something that's a surprise (like secret doors or monsters that may have heard the PCs coming and are hiding in a closet). Second: It calls out the basic description of the room in a format that makes it easy to locate on the page, so the DM knows exactly where to go to answer questions about the room's contents.


I like pre-published adventures because, basically, I'm lazy. I like have boxed text that I can read and trust that it'll hit all the details without spoiling anything. I guess it's just part of my DM evolution that I've started noticing better ways to describe the room for my group.

If I stopped to imagine what I'd notice the first time I walk into a room, I'd probably start with the light source and a general description (bed room, dining hall, etc.) with a discriptor of the size of the room.

Next, I'd identify anything in that room that reacts to the party (or the party would react to) such as monsters or a bizarre object or scene.

After that, I'd give the party the choice of focusing on the special content (which they'd better do if that special content is attacking them) or moving straight on to the mundane.

I imagine having different "stages" of room descriptions would be too much wordage for a magazine's limited space, but that's how I'm going to start rewriting some of the room descriptions in Dungeon to make them a bit more action-ready.


One more addition: I would also have a section set aside for things about the room that "leak" to other areas. Such as noises that can be heard down the hall, creepy green glows that flicker under the door, etc.

I was hoping to avoid any work, but I did volunteer to DM (and my group pays me in pizza so I can't complain)

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