It was just after this ...
Derek Stanley
Sent from my iPad
> On Feb 25, 2015, at 5:58 AM, DED [Traveller_TNE] <> wrote:
>
> 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
>
>
Derek Stanley
Sent from my iPad
> On Feb 25, 2015, at 5:58 AM, DED [Traveller_TNE] <> wrote:
>
> 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
>
>