These are some suggestions for writing that should help make what you
create look and feel a little better. They are not hard rules, but
merely suggestions of how things could be done.
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In general, room descriptions should appeal to at least two of the five
senses. If you describe the sight of the room, you should also try
to describe the smell, or sounds you hear, etc.
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Use color to emphasize things or give the feel of a room. If a room
has lots of hot stuff like molten lava in it, then you could use some
reds to emphasize words. If you have lots of vegetation around, some
greens may provide a good feel to the description.
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Using "You think" or "You feel" is strongly discouraged. You should
be able to present a feel or thought onto the player using your
descriptions. Nobody wants to be told what they think or feel.
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Design your descriptions considering how the environment or perspective
might change. When describing a room, consider that the player may enter
the room from multiple directions, so telling them that they are having
trouble going uphill when they are coming back down is wrong. Also, if
you say the sun is shining through the branches but it happens to be
nighttime, that would not make sense.
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Try to avoid designing your zones linearly. Many write zones by having
a start, an end, and everything in between is merely there to solve the
quest. Add things just for the sake of them being there, or to give the
zone a certain "feel". Try to design lots of extra space, places to
explore, side plots to investigate, the idea is to create a rich and
complex world that seems simple on the outside but when you dig deeper,
it swirls with complexity.
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Avoid the cut-and-paste method of creation. If you are going to make a
bunch of rooms, take the time to write them out. The only place cut-and-paste
could be used is a maze where you don't want to distinguish between each
room.
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Try to write your zones aimed at a wide audience. There should be things
at each zone for both novices and expert players. There will be some zones
that only advanced players will have the skills to go into, but for the
main areas, we want to tailor them for all audiences. The more dangerous
zones will most likely be placed on the outskirts of the land, farther
away from the help from the guards and armies of the mainlands.
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As a general rule, if you say there is a single object in a room, like
a table or a counter, you need to create a marker so people can examine
it. For instance, if you say: "The bar is a run down joint with many
wooden tables and a single wooden bar running the length.", you should
create a marker for the bar, but since there is more than one table in
the room, you don't necessarily have to create a marker for the tables.
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Try not to put something in the room description that they would
normally be able to get or communicate with. If you say there is a
dagger on the table in the room description, then players will be
upset because they can't pick up a dagger they would normally be
able to pick up. Same with people, if you have a single person in
the room description, like an innkeeper, you should just make the
innkeeper a mobile.
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