My theory on detailing a space for player characters is always to include
odd details, I'm not sure about the rest of you but my eyes are typically
drawn to the odd details the gold leaf that's flaking off, the plaster
that's sagging in the middle of the wall, the 1 tin plate that's been
replaced at the edge of the ceiling.
From: []
Sent: Tuesday, February 24, 2015 4:55 PM
To:
Subject: RE: [Traveller_TNE] Re: What do Hivers know about the Droyne?
It's also coting which surprised me I always pronounced it coating.
From: <>
[]
Sent: Tuesday, February 24, 2015 3:50 PM
To: <>
Subject: Re: [Traveller_TNE] Re: What do Hivers know about the Droyne?
We needed a design sequence for crown moldings. And chair rails. And
whaddaya call 'em, wainscotings. Wainscoting only has one "t" I just
learned.
> It tends to be a peripheral thing in my games, it's there if the players
> really want to go looking for it and I may through in an odd reference to
> the hooker on the corner while providing an overly detailed description of
> the hotel they're about to enter. I like throwing in odd off the cuff
> details that really don't relate to the world at large but are kind of the
> odd things that stick out when people look about a room. Like that odd
> piece of crown moulding at the top of the room that doesn't quite connect
> to the ceiling properly.
>
> Derek Stanley
odd details, I'm not sure about the rest of you but my eyes are typically
drawn to the odd details the gold leaf that's flaking off, the plaster
that's sagging in the middle of the wall, the 1 tin plate that's been
replaced at the edge of the ceiling.
From: []
Sent: Tuesday, February 24, 2015 4:55 PM
To:
Subject: RE: [Traveller_TNE] Re: What do Hivers know about the Droyne?
It's also coting which surprised me I always pronounced it coating.
From: <>
[]
Sent: Tuesday, February 24, 2015 3:50 PM
To: <>
Subject: Re: [Traveller_TNE] Re: What do Hivers know about the Droyne?
We needed a design sequence for crown moldings. And chair rails. And
whaddaya call 'em, wainscotings. Wainscoting only has one "t" I just
learned.
> It tends to be a peripheral thing in my games, it's there if the players
> really want to go looking for it and I may through in an odd reference to
> the hooker on the corner while providing an overly detailed description of
> the hotel they're about to enter. I like throwing in odd off the cuff
> details that really don't relate to the world at large but are kind of the
> odd things that stick out when people look about a room. Like that odd
> piece of crown moulding at the top of the room that doesn't quite connect
> to the ceiling properly.
>
> Derek Stanley