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Shoktona's avatar

I like your idea of old items from prior adventuring parties. Empty really just means non-combat. And there are millions of non-combat options in RPGs.

David Farcus's avatar

Nice article.

This really resonates with how I’ve been thinking about dungeon design lately—especially the idea that what isn’t there can matter just as much as what is. I’ve been exploring how empty rooms create tension, shape expectations, and even tell a story through absence rather than content. I write more about this kind of approach to play and design over at https://tabletop-thoughts.com if you’re interested.

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