Need Feedback – Where do we go from here?
Sorry I've been a bit lacking in the posts arena lately. I've been doing a…
This week saw the release of Moebius Adventures’ fourth product of 2013 and the first of a different style. Little Spaces will offer a simple collection of items to have as inspiration for a game. The first of these is Little Spaces: Ghostly Effects, which offers a collection of 100 different spooky effects to use when describing a haunted room of some sort – whether in a haunted house, a supernatural setting, or telling a story.
But after reading Mike Bourke’s article this week – Listing to one side: The problems of List products – I confirmed one of my suspicions about this sort of product. It usually is of limited use. The ideas in the list are largely only good to use once. And it’s sort of a throwaway approach to idea creation. Though that’s not a bad way to go for the price point ($0.50 initially and $1.00 after a week), I want it to be more useful than that.
So let’s look at some ways we could tear this particular product apart and put it back together for a bit more usability. You can see the first 20 items of the list in an earlier article here. Using that as a starting point, let’s look at how we might be able to use this differently.
I’m a big fan of using sensory details in RPG descriptions. The traditional five senses (sight, hearing, touch, smell, and taste) offer plenty of variety when trying to come up with something unique.
So if we use the same sensory description table as described here and rearrange the effects table a bit, we end up with a two-table approach.
SENSE TO USE (D8)
DESCRIPTIVE ELEMENT (D8 for now, maybe more later)
We get a bit more flexibility. Roll a d8, get…
Automatically we get a bit more crunch in all of these samples.
We could expand it even further with lists of descriptive words for common horror elements of different senses. For a few senses we could come up with:
SENSE DESCRIPTORS (D8 – could be many, many more)
Then if we combine these tables, we get:
The tables become less specific, but leave their interpretation much more open.
Mike, is this what you were after?