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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.

Pellegrino among Stories's avatar

That's very interesting, I'm new in this "design ttrpg word" and this type of content are very useful!

How you decide when is enough or when you need more negative space?

Murkdice's avatar

That really depends on the kind of experience I’m try to engineer for a GM using the adventure! But in general, I’m also thinking about what I personally want to know ahead of time vs. what I’d prefer to figure out in the moment.

Pellegrino among Stories's avatar

That's interesting, thank you!

Diana Stein's avatar

enjoyed this one - like many others - very much

Murkdice's avatar

Thank you!