I’m curious to see the thoughts of people on what exactly makes a good dungeon room description?
We are all very, very well acquainted with the OSE house style, with bolding and bullets, terse clear sentences and a control panel layout.
I understand that this works well, but it is the product of a school of thought that a module is a manual. I don’t quite agree, because although a GM can run something by the book, the manual ethos kinda removes the emotional content of the description. I have found some of these (OSE) modules, even if the content is interesting, quite dry and boring. One needs to enjoy a work somewhat to have a decent crack at running it.
A good dungeon description needs to evoke an emotional reaction. That allows a GM to remember it more clearly, get excited to run, and convey that emotional aspect to the players
Am I speaking out of my arse? Am I just looking for better writing? I honestly am almost of the opinion that deliberately poor writing might work better than good lol
PS: Nightmare on Ragged Hollow shows how these descriptions can be long and memorable, and evoke a reaction. So does Zedeck’s work in A Thousand Thousand Islands. I can see how some of the work of TSR on the '80s (Dragonlance) tries to evoke the emotion but is verbose and dry. Brad notes on his review of Castle Xyntillian how the room descriptions are wonderfully terse and useful.