Showing posts with label set dressing. Show all posts
Showing posts with label set dressing. Show all posts

Wednesday, December 6, 2023

d100 - What Works Are On That Bookshelf?

One bit of Set Dressing that I often find myself scrambling to embellish are Bookshelves. I will place them frequently but am often at a loss when the Players inevitably decide they would like to examine the contents. So, I whipped up a quick table to help with this.

I am not sure a mere Hundred will keep my more bibliophilic tables occupied for exceptionally long, so this might eventually metamorphose into something a little more robust, like a series of Spark Tables for creating Titled Tomes by the Ton. I must admit, being able to simply generate Spines by the Shelf-full via a quick click is a pretty tempting prospect. We will see.

Friday, March 31, 2023

d100 - Strange Sculptures & Ensorcelled Statuary

One of my favorite “Standbys” should those “Special” Results rear their head when Stocking are Statues. A skosh of art provides an excellent opportunity for conveying Setting and Theme, usually featuring a dollop of Lore for lagniappe. Some Players might find themselves a bit wary around those stoic sculptures however, with all the Gargoyles, Caryatid Columns, Golems, and Living Statues standing about in these games.

So sometimes it helps to include some more standard ones within your Set Dressing, while still others can serve as a Puzzle, Hazard, or Trick in their own right. A few might even be unbelievably valuable Treasures, should the Players find a way to extract and transport them to safety. I will always enjoy the ones that end up being utilized by the Players in creative ways to solve problems of course, but sometimes they become a delicious way to perplex or confound, consuming limited Resources and precious Time in dangerous environments.

So should you need to decorate a Dungeon or pastoral Plinth with something a little Special, this table of one Hundred ideas will hopefully help!

Wednesday, October 12, 2022

d100 - Wilderness Landmarks & d100 Overland Discoveries

Here are a few tables I have been working on that reached a point where I wanted to share their initial stages. Someday this list will likely meander its way to a thousand or some other ridiculous number, but until then, I decided to get these posted so I can move onto a few other tempting tables that are vying for my attention.

Wilderness Exploration is my favorite Tier of Play, so I try to sprinkle in some Landmarks or Features throughout. These Landmarks/Discoveries are useful for orientation and can make any mapping during Wilderness Adventuring (mental or otherwise) much easier. They can also make Overland Journeys more memorable by injecting Choice, a bit of Mystery, or even just some simple embellishment applied to the Shared Imagined Space that constitutes a Campsite or a place the Players decide their Characters need to Rest.

Landmarks/Discoveries are simply a mostly static feature within a Hex relative to another Feature/Encounter. These could easily work in conjunction with Hazards, Resources, or even Monster Lairs/Entrances to Site Based Adventures (the other categories I tend to create when stocking a map) or simply serve as Decorative Waypoints during Journeys. It stands to reason that within a given Hex (especially within the ubiquitous six-mile), there would likely be several of these memorable features, but sometimes a Referee might find themselves at a loss for something specific. Here are two hundred to hopefully help with that process.

Wednesday, September 21, 2022

d100 - What's At The Bottom Of This Pit?

Decided to go ahead and round out this particular Table that has been lingering on my list for a spell. Sometimes those Pitfalls and Pit Traps don’t really receive much more attention than a Saving Throw after all.

See also: One Hundred Clues & Tells for the Tersely Detailed Trap, and I often find myself sometimes sprinkling a bit of Random Impedimenta down there as well.

Tuesday, August 2, 2022

d100 - Instigative Scenery & Interactive Décor

Sometimes when I’m stocking a Dungeon room or Indoor Encounter Area, I like to woolgather a bit about what might make an Encounter that takes place in this area more interesting or exciting. My rooms are seldom swept-bare or sparse affairs, but I’ve found it incredibly productive to sprinkle in some more proactive and even downright tempting descriptions into my set dressing from time to time. The way I see it, Adventurers are canny/competent folks and would always have an eye out for any kind of advantage they could eke out of the mise en scène, so to help get those ingenious juices flowing, I’ll sometimes embellish props with little hints like this. Just a suspicious soupçon here and there is sometimes all it takes to get that mindset established, and then the players end up embracing the frangibility in the fiction and start striving to exploit their surroundings.

These casual clues can sometimes make for much more dynamic and unpredictable combats but be fully forewarned that some Referee Rulings might be necessary to adjudicate these. When in doubt, I tend to clarify the actions the players are taking and ask questions about their goals and intensions to close any gaps, but sometimes a little bit of random chance can make a cunning plan or novel approach that much more exciting and engaging. Repurposing an X-in-6 or Reaction Roll can always work in a pinch, but even if it fails, the players have altered the environment in some significant way generally, and that can further inform the situation in intriguing ways.

Naturally, this sort of thing could be considered fair game for foes as well, but as with any potential Hazard or Trap, I find they tend to work a bit better when adequately telegraphed rather than sprung on the utterly unsuspecting. Sometimes this even leads to a race to see which side gets to avail themselves of the fight-shifting feature first.

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