The most common mistakes that are the easiest to avoid?

Bringing this back from the dead because I think it's a worthwhile topic. The common mistakes I see are not so much "mistakes" as they are "poor practice", because they are definitely done deliberately. I'm talking' about such faux-pas as:

1) Sensory information that leaves the bounds of an area (i.e. sounds you can hear from another room, light you can see at the end of a hall, etc.) is usually only ever listed within the area itself, rather than in the areas in which it can be experienced. This kind of stuff is best captured on the map, if possible IMHO. The party is going to want to hear the growling behind the door *before* they open it, not after.

2) Outright omission of any boxed text whatsoever. The only adventures that can manage this are ones that have painfully obvious and/or tropey environments and situations that we can all imagine easily. There are so many times I see a weirdly-shaped room on a map, or device with a laundry list of features, or a monster described only in terms of abilities, and all I can think is "just tell me what I need to pass along to the players!" I'm tired of deciphering the author's vision just so that I can translate it all to my players - just tell me what you want them to know!

3) No mention of notable exits in the room descriptions. If you do have read-aloud, FFS include the room's exits in it! You know what I almost always have to immediately do after I read a paragraph of read-aloud? Look at the stupid map, figure out the stupid exit situation, and then put that into my own words because the author didn't, even though the players are always going to need to know that stuff (the most common follow-up question I get from my players after I describe a room through read-aloud is always "so are there any doors here, or what?")

4) Omitting enemies on the map. Probably the most useful piece of information to be captured on a map (to facilitate reactions, order of battle, movement, flanking routes, readying the DM for what's coming next, etc.), and it almost never is. All you have to do is add one more little icon to your map - it's not hard, you're already doing it for all the doors and statues and whatnot. Bonus points if the icons are differentiated. Personally, I make different map icons for different types of enemies: one for hostile enemies that will react to nearby trouble, one for hostile enemies that will only stay in one position, and finally one for non-hostile NPCs or neutral creatures (yet always with potential to become hostile).

5) Random tables for things that don't need randomization. First, you ought to believe that the majority of DMs are at least semi-competent and can pick an option from a table without the need to roll for it (assuming all table entries are of equal quality and relevance). I mean, why leave it up to chance when a curated, properly-applicable encounter will be much more satisfying? Second, randomization is really only needed only in two situations: if there is an expected repetition of the adventure (so the experience is different each time), or for random encounters when venturing "in the void of open terrain" (because you've got no initial beads to work with) - beyond that, I find that a "pick the option that suits best" table is way more useful than relying on yet more dice.
 
3) No mention of notable exits in the room descriptions.

I feel like this one either gets solved by the PC's looking at the map provided or when the DM describes the geometric properties of the room so they can map it themselves (if that's how you play). Otherwise you end up with banal extra details in your room descriptions like "This vaguely trapezoidal 30x50' room has stout wooden doors on the north and south walls."

5) Random tables for things that don't need randomization.

I hear this, being guilty of a ton of DIY fluff myself. The best argument being, why come up with an exciting, detailed feature if you're just going to bury it in a table where it may never get used. That said, it's useful for locations that may be traveled through more than once, and personally, I like how a random roll can change the direction of an adventure. Like the PC's were super focused on getting from A to B, but then this randomly compelling event occurred, and now plans are changing not just for them, but for you, the DM, as well. Keeps you nimble.
 
Otherwise you end up with banal extra details in your room descriptions like "This vaguely trapezoidal 30x50' room has stout wooden doors on the north and south walls."

Sometimes read-aloud needs to be banal. Not everything can be exciting and interesting, otherwise nothing is.

But my gripe is more along the lines of "I have to tell the players about the doors in the room at some point when describing it anyway, so why was it not made a part of the information package designed specifically to be delivered to the players? Now I have to break up the information I give them, making it all janky and cumbersome".

Also, the sentiment obviously does not apply if you are giving the players their own map where they can see doors in real-time (and I sincerely hope you mean giving them a map via VTT, otherwise what are you doing?)
 
Sometimes read-aloud needs to be banal. Not everything can be exciting and interesting, otherwise nothing is.

But my gripe is more along the lines of "I have to tell the players about the doors in the room at some point when describing it anyway, so why was it not made a part of the information package designed specifically to be delivered to the players? Now I have to break up the information I give them, making it all janky and cumbersome".

Also, the sentiment obviously does not apply if you are giving the players their own map where they can see doors in real-time (and I sincerely hope you mean giving them a map via VTT, otherwise what are you doing?)
Yeah, all of these issues, except #1, go away if you use a VTT.

I hate boxed text for a lot of reasons, but one that relates to #3 in particular: the boxed text rarely works if a room has multiple entrances, as the description changes depending on how you enter. I prefer a first paragraph telling the DM what is immediately visible; I find it easier to paraphrase information given to me as DM, than to paraphrase or amend information written from the players' point of view.

Re: giving maps without a VTT, I had a DM who used tracing paper to map for us.
 
and I sincerely hope you mean giving them a map via VTT, otherwise what are you doing?

In the dark days before VTT, I used to draw the room and maybe 10-30' of connecting corridor on graph paper if it had particularly weird dimensions or I needed to lay out a quick set piece without breaking out the battle mat. It was up to the players to transcribe it into their own dungeon map.
 
I don't use a VTT anymore - not since they lifted the COVID lockdown.

Well la-di-da Mr. Lives in the same country as his players :P

Joking aside, we continue to use the VTT when I'm in town (which I will be for the next 7 weeks! Ottawa here I come!!!) I swear to god, I just used the battlemap with my kids playing BECMI, and my 50 yo friends spend literally as much time mucking around in the miniature box, not paying attention to the game, as my 7 yo.
 
sniff.

Westboro. 🧐


...The steadily shrinking part wedged between the halfway house and the weed dispensary rather than the one perched above the labradoodle spa and the vegan milkshake bar. 😜

Holy shit, when did downtown turn into a public shooting gallery? It's fucking East Vancouver here!
 
Yeah Westboro's fine... if you like gentrification and stuff that used to be popular a decade ago.

I'm an East-ender myself, born and raised. Though I've lived pretty much everywhere in this city at some point. Orleans, presently.
 
I seem to recall that @Pseudoephedine is also from Ontario. Figures that there would be three people representing Ontario, and only ONE representing all of Western Canada. I feel alienated (**grumble**).

jk
 
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