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Kaben's avatar

I’ve been thinking about this issue a lot recently. I’ve been writing a lot of oracle and spark tables for the system I’m developing. In the end I have scrapped a lot of it because it was too descriptive and ended up feeling like a straight jacket for creativity. New versions of the results are much more sparse. I just didn’t have the right terminology of “negative space”, but that is the perfect vocabulary for it

SaltyLight's avatar

Totally agree! And ideally we design in dynamic interactable things rather than inert and unchangeable things. Stored potential energy. Precarious but promising situations.

I actually cap off atmosphere building by asking the players to reveal something left in negative space. Last night, "What makes this reed hut in the swamp seem especially witchy?" It always creates a good moment and draws intense player interest.

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