I'm pretty sure that was covered in T5.
dcnilsen13 wrote:
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
> Sent from my iPad
<snip>
\_/
DED
TNE @ Yahoo ml Admin
dcnilsen13 wrote:
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
> Sent from my iPad
<snip>
\_/
DED
TNE @ Yahoo ml Admin