In my previous post, I mentioned that I was thinking about what FrDave had been doing with room keys for dungeon modules. I liked the way that he was breaking down the information in to separate chunks, but I think that it could go further.
Here is a refinement of his ideas:
The room number and name are in the first row of the information box, then
the dimensions of the space, with an orientation of the far wall. Special room
shapes (i.e. circular) are mentioned here. Then information is presented about
the room contents, and sensory information when needed. This information is
sorted by "obviousness", so that what the PCs would first notice when
opening the door is listed first, such as a coffin on a dais, or a slavering
baboon rushing for them. The information is divided into three columns, the
first being "Obvious", the second "Detail", and the third
being for the DM's use. The column color shifts as well, to help you keep it straight
when reading the text.
For example a painted wooden chest is obvious, that it has a dwarf
made brass padlock is detail (that the players would get during examination),
and that the chest is trapped with a poison gas, and contains a jeweled skull
worth 100gp is for the DM's eyes only.
Picture of what this looks like using one of FrDave's examples:
Anyway, nothing groundbreaking here, but it may be helpful when you are in the heat of the moment. Thoughts? Comments? Refinements?