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:
- optimise interactability;
- 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:
From Zork. I know: IF games emulated GMs, not the other way around.↩
Sometimes I add a general descriptor + odd detail after the name. If the name can be both, brilliant.↩
I'm not always 100% coherent in the use of
→and(), but I try to follow this format: landmark (hidden →secretgated)
Note: both the categories and the notation are somewhat fuzzy.↩