Empty Rooms and
Dungeon Design: Negative Space Ain’t So Negative
A recent conversation on G+ got me thinking (you could even
say, room-inating) about the subject
of empty rooms in dungeons. (By “empty
rooms” I mean empty in the sense of things directly relevant to what an
adventurer looks for or tries to avoid- things like monsters, secret doors, treasure,
or traps.) An empty room is a space with hidden potential, hidden by what is
not there rather than what is there.
Because we often look only for the latter and not the former, that potential
can be quite difficult to find.
A concept that I’ll be borrowing for this discussion is the
concept of negative space, the emptiness between and surrounding objects in the
field of vision. In my discussion here, I will be referring to empty rooms as
the negative space. Negative space is the interstitial tissue that links the
positive (filled) space together (as in, rooms with monsters, etc.)
What does this suggest to you regarding airflow, temperature, and even emotion? (art by Hasegawa TÅhaku) |
Appropriate use of negative space in the dungeon is
important because it helps facilitate mental understanding of the dungeon’s positive space. The mental image evoked by suggestion can be more efficient and
powerful than the image created merely by explicit statements. Like letting the players imagine the horrible
possibilities the DM might be up to rather than just stating it up front.
So with the approach that empty rooms are negative space,
here are some further thoughts on how to use the empty room to enhance the full
ones.
1) Build atmosphere
and pacing
Each dungeon has its own flow based on its
nature. This includes its population
density. Enemy barracks will differ in spacing from a weird funhouse dungeon
designed by a sadist. The former will likely have several clusters of enemies
close together and be light on traps. In the latter the sadist will likely
place negative space in between threats to throw his victims off guard and
slowly eat away at their sanity. Empty rooms may appear as full rooms, and full
rooms may appear as empty rooms.
Regardless of the design or layout of the dungeon, too much
action without interruption can cause said action to become stale or even numb
the experience. Empty rooms can allow for emotional catharsis through moments of
calm and slow-down. Conversely,
ominously placed empty rooms can build tension or put the players on guard.
Curious rooms can make everybody put their detective hats on, which leads to
the next point.
2) Provide clues or
implications about the dungeons and its denizens
The empty rooms of a dungeon can tell us a lot about what
the dungeon is like, who designed it, and whom lives there. The WinchesterMystery House is a pretty obvious example: confusing winding passages, doors
going nowhere. It shows a mind
preoccupied with something out of the
norm, among a number of other possible conclusions.
Where does this door go again? (Source) |
Even an empty hallway can suggest something. If it’s covered
in dust, there’s a good chance nobody has gone this way recently. Is it because
it’s dangerous, or it is because it’s merely forgotten? A really loooonnng
hallway might suggest that whatever is at the end of the hallway might be
either highly valuable or highly dangerous, enough to warrant significant
separation from the rest of the dungeon.
3) Emptiness is temporary.
Just because a room is empty now doesn’t mean it will be empty forever. Both the PCs and the
dungeon denizens can proactively use empty rooms for places of ambush,
chokepoints, shelters to retreat to, or other locations of strategic
importance. Not to mention, the next
time the PCs return, the empty rooms may be full and the full rooms may be
empty.
4) Emptiness is relative.
The mental understanding I mentioned earlier is important
because it’s created in the minds of the players. As such, they may bring
understandings of empty space that are completely unexpected by the GM. And
whereas junky trinkets found in empty rooms may not have any objective value in
the game world, such trinkets may have subjective value to the players and/or
their characters. This may be because the trinket is just really cool, and the
player wants to hold onto it. Or the player might envision a use for the object
at some later day.
Where is the positive space and where is the negative space here? (source) |
Case in point, in a recent game I played in I found some old
beer mugs and wine classes that had no monetary value. However, I took a few of
them anyway, thinking I might trade them to somebody for something at some
unknown date later. Later I ended up trading them to an iron golem with an
obsession with cups in order to get passage beyond him. One man’s trash is
another golem’s treasure.