Just like the rest of life, sometimes it's time for a do-over. Thus begins a…
Though I’m still working on the next One Spot, I also have a few other irons in the fire for Moebius Adventures. One of those is a series of products to help inspire more creative descriptions of common elements of dungeon and other encounter designs. The first of these will focus on doors. (This product is inspired by my earlier article – When’s a Door Not a Door?)
Every dungeon has doors. Each door has a story. You might be thinking “What!? A story? That’s crazy!” But it’s true. Every door offers a transition from one thing to the next. Some transitions are easy (no door at all or it’s unlocked). Some transitions are hard (locked or trapped). Some turn out to be dead ends (blocked or jammed).
I’ve pulled together a series of tables focusing on different ways to look at something as mundane as a door to squeeze story out of something traditionally just used as a quick transition from one room to the next. Five different concepts are described in detail: Purpose, Location, Maker, Materials, and Condition. Each offers some detail that may inspire some nugget of creativity in a designer to explore a different avenue and shake loose some descriptive element…
Rather than start by going through each table in detail (though I’ll do that in future articles in this series), I want to show what can be done by going through all of the tables in sequence.
In this example, I’m starting with the front door of a dungeon I’m working on.
Walking through each of the tables in order, I get results something like the following:
So with all that determined, I have plenty of details to pull from for my description. I don’t have to use all of them, but each combines to offer a more complete picture of what stands before my PCs:
“The huge oval door before you is made of an old, weathered black stone. In an untidy heap, a pile of bones from poor adventurer lies propped against it and you can see the area around and below the lock is partially covered in what might have been blood at one time. A cursory glance at the lock by an experienced rogue quickly reveals that both the door and locking mechanism are of solid construction. Someone didn’t want anyone to get into this place. Obviously the last person to try didn’t make it in…”
Because of the gore mired in the lock, anyone attempting to unlock the door with or without the key will need to do some careful cleaning before attempting to do so. It’s a moderate difficulty to clean the lock without damaging it. And an easy difficulty with the actual key or moderate difficulty to pick the lock with a set of lock picks.
As you can see, this one series of tables provided enough inspiration to create a more intriguing storyline. I didn’t know where I was going with this dungeon design and now I have some direction.
Next time we’ll look at how to explore the “purpose” of a door!