\\oop:

ROOMs: class structure

West of house

You are standing in an open field west of a white house, with a boarded front door.

There is a small mailbox here1.

1.

Making rooms is useful. Make a room, repeat for a bit. At the end you'll have a dungeon. Developing a ROOM class (a template) might help you determine what you find prep-worthy.

2.

When I think of a ROOM, I want to:

  1. optimise interactability;
  2. optimise information processing.

So, right now my rooms follow this structure:

ROOM NAME 2
1—3 Interactables
(object, NPC, treasure, trap, monster)
Obvious Exits

I denote information that require interaction with → . Here's an example:

Merchant's wood-panelled office
- Mahogany desk
(locked drawer → operation evidence)3

- Bookshelves
(history books → d6 of them are rare, 60gp)

- Security automaton scanning the room
Open window (to busy street)
Trapdoor (under desk)

More:


  1. From Zork. I know: IF games emulated GMs, not the other way around.

  2. Sometimes I add a general descriptor + odd detail after the name. If the name can be both, brilliant.

  3. I'm not always 100% coherent in the use of and (), but I try to follow this format: landmark (hidden → secret gated)

    Note: both the categories and the notation are somewhat fuzzy.

#eng #rooms