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Silver Nightingale's avatar

Love this! Though I do I find it really useful, when DMing at least, to have at least some flavor text to read out to players.

Right now for a dungeon I’m working on I have my “informational” DM text laid out similarly. Bullet points and bolding, but I’m including with each an Italicized sentence of flavor you could read out or rely on for quick descriptions.

Example based on yours:

RECOVERY ROOM - “Decrepit, rusted, and smelling of sweat”

* 6 bunks (post-augmentation recovery)

* “Narrow and uncomfortable looking”

* 1 bunk: melted organic cybermods → mutated former human (Fear Save) * “Warped flesh and thick black blood “

Without at least a little flavor, I’m stuck trying to come up with my own visual descriptions for everything, which can be tough or slow things down. The italics lets you know it’s exclusively flavor information like that, nothing actually informational gets lost in the flavor text.

Six ov Swords's avatar

"Empty room syndrome" is one of the reasons I stole the "Create an Asset" move from Cortex Engine for every game I run anymore. It's a way to signal to players that flavorful description can be *made* mechanically relevant with a little creative thought. And for that, the advice about clearly "flagging" things as potentially interactable is even more important.

Take one of the examples here: "12. Graffiti-covered Room: Crude pictures & lewd slogans on the walls; remnants of an old fire; dust & webs. Empty."

At this point I've trained my players to ask, "Hey, could that lewd slogan be useful if we run into one of the factions down here? Does any of the graffiti look like it might hold some useful information about the layout or history of this place?"

From there, I call for a skill check which doesn't determine *whether* the Seemingly Inoccuous Thing will be useful, but *how useful* it will be when the player decides to leverage it.

I just want it to be abundantly clear to players that they have the freedom to *make* some things important, or at least functional, even if they don't appear to be in the moment. It took me a long time to learn just how much nudging players need to buy into that freedom. But when you finally hit that point where simple flavor text becomes a tool in the players' kits, that's when lore really feels like it starts to matter and is worth writing.

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