There is a common area in which overwriting abounds: the description of secret doors, traps, machines, and the like. There can sometimes be a some creeping simulationist text in these sorts of encounters, a desire to point out how they work and every little details about them. Exact dimension, how they work in every detail, how to open, close, detect, disarm, interact with them. Certainly, in some cases, it may be necessary to detail the inner workings of one of something, or at least an aspect of it, but it's important for the designer to take advantage of the best resource they have: the DM. Allow the DM to fill in; the description just needs to be enough to get them going in the right direction.
Gravelbeard's Quest, a fantasy adventure by Loremasters, is a short adventure in an old Dwarf mine. One of the rooms has a pit trap with a creature at the bottom, the entire thing covered by an illusion of the floor. This feature takes an entire page column of text to describe. A description of the trap takes up the first sentence, and could have been stopped there. Then comes a section on noticing the trap ... which repeats some of the information in the very previous sentence. Then another entire section on interacting with the illusion. Then ANOTHER section in whats in the pit. Then ANOTHER section on falling in to a pit. And all of this in spite of the fact that a pit trap may be the single most common trap in all of fantasy gaming, almost certainly outnumbering all over traps, combined. The emphasis on mechanics and describing every little aspect of the trap detracts from the actual ability to grok the trap and how to run it.
Fate of the Ruthless Wizard is a self-published DCC adventure from the Out of Curiosity blog. There's a corridor with a trap in it. Note how the description tells us they triggered by stepping on a special floor board of a slightly darker color. This is ALMOST enough to run the trap. It gives us some feedback to relate to the players in case they ask about the hallway. "Yes, one of the floorboards has a slightly darker color." This should be enough then for the players to follow up on,. IE: Up until this point the description is encouraging the back and forth interactivity between the players and DM that is a hallmark of a good game. But then it continues, taking up two decent sized paragraphs to noter EXACTLY where they are, how the players detect them, what they are made of, the roll to avoid and the damage taken ... and then what happens next.
The Unseen Vaults of the Optic Experiment, by the Stockholm Experiment is for Lamentations of the Flame Princess. It goes out of its way to describe the latching and opening mechanism of every secret door in the dungeon. Note the detail of the description. Pushing one stone, then another stone a meter away, then hear a click, now you can push on another wall, a heavy cumbersome stone. Ok, so, it's a secret door then?
-optic experiment
-ruthless wizard
--gravelbreard
Gravelbeard's Quest, a fantasy adventure by Loremasters, is a short adventure in an old Dwarf mine. One of the rooms has a pit trap with a creature at the bottom, the entire thing covered by an illusion of the floor. This feature takes an entire page column of text to describe. A description of the trap takes up the first sentence, and could have been stopped there. Then comes a section on noticing the trap ... which repeats some of the information in the very previous sentence. Then another entire section on interacting with the illusion. Then ANOTHER section in whats in the pit. Then ANOTHER section on falling in to a pit. And all of this in spite of the fact that a pit trap may be the single most common trap in all of fantasy gaming, almost certainly outnumbering all over traps, combined. The emphasis on mechanics and describing every little aspect of the trap detracts from the actual ability to grok the trap and how to run it.
Fate of the Ruthless Wizard is a self-published DCC adventure from the Out of Curiosity blog. There's a corridor with a trap in it. Note how the description tells us they triggered by stepping on a special floor board of a slightly darker color. This is ALMOST enough to run the trap. It gives us some feedback to relate to the players in case they ask about the hallway. "Yes, one of the floorboards has a slightly darker color." This should be enough then for the players to follow up on,. IE: Up until this point the description is encouraging the back and forth interactivity between the players and DM that is a hallmark of a good game. But then it continues, taking up two decent sized paragraphs to noter EXACTLY where they are, how the players detect them, what they are made of, the roll to avoid and the damage taken ... and then what happens next.
The Unseen Vaults of the Optic Experiment, by the Stockholm Experiment is for Lamentations of the Flame Princess. It goes out of its way to describe the latching and opening mechanism of every secret door in the dungeon. Note the detail of the description. Pushing one stone, then another stone a meter away, then hear a click, now you can push on another wall, a heavy cumbersome stone. Ok, so, it's a secret door then?
-optic experiment
-ruthless wizard
--gravelbreard
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