Dungeon Room Appendix: History, and Flavor
Lore . That which many a game master delights in and players frequently pay little attention to. I can't solve that problem for you, nor am I going to speak to what makes good "Lore", or how to come up with it. No, my focus is on dungeon building (and making dungeon rooms interesting), so my intent here is to talk about ways to give dungeon rooms a feeling of being embedded within a historical context. That is, I'm not talking about Lore in the weighty, campaign-making sense, merely in the sense that people walked these halls once --we're not talking about " L ore", we're talking about "lore": that which gives flavor . Canvases First, lets think about where one can plant historical information. The surfaces you can paint on, as it were: Murals, reliefs, and mosaics. Tapestries. Paintings. Be that on canvas in a frame, or on a cave wall with dye (or blood...) Statues/Statuettes. Books/Scrolls. Pillars. Doors. Clothing. Armor. Weapons. J...