Here are some guidelines on how to write room descriptions which I (Hobbes) think are really good and should be followed. It was found on rec.games-int-fiction and here goes: =================================================================== I think one can balance eloquent prose with functional descriptions by applying the general-to-specific rule. Infocom used this method to great effect. Simply place all of the purely aesthetic description at the top of the paragraph, and then narrow down to the objects (for possible interaction) and available exits at the very end of the paragraph. Like this: An edge of a cliff. This is an edge of a high rocky crag whose cascading sheets of opaque stone descend some hundreds of feet to a raging river below. Beyond the fulmigating waters, a dark forest scoops up and over a small range of pert hillsides and mossy gullies. A sparse smattering of dry scrub clings to the pockmarked rock at your feet. Silver particles coat the brittle plant life, glinting and scintillating in the warm afternoon sun. A small copse of trees lies to the west, and the path continues back to the south. Ahead of you to the north, the sheer cliff face drops off into open air. It's a progression from general to specific. I can also describe it in an hierarchy, or descending order, as such: TOP OF PARAGRAPH 4. Setting 1 - As Far As The Player Can See (cliff, river, forest, hills) 3. Setting 2 - Immediate Surroundings (cliff edge) 2. Aesthetic Objects Within The Setting (scrub and silver dust) 1. Available Directions (west to Copse, south to Cliff Path) BOTTOM OF PARAGRAPH ===================================================================== In other words, the first lines of a paragraph establish the setting and any aesthetic concerns, and the information at the bottom of the paragraph will determine how I can interact with the location and its objects. Having things like "You are on an edge" might not always be very wise as you can look into another room, using a scrying device or through eyes of another, passing through the room in a carriage or over it on a flying system. Notice that we have two spaces after period on Discworld. In point 2, remember that every "real" item in the description should have an add_item. You should avoid narrating in the descriptions and you should not give the picture that you, as the creator, is there. For example: "I wouldn't hang around long in this place if I were you.", or "It looks like a rat to me". At the same time, you should not use things like: "You think it's wise to follow the narrow path." Instead let the players themselves decide what to think, do, etc. It's sometimes easy to narrate a "story" about an npc in its description, for example: "He isn't called Carrot because of his hair, which his father has always cropped short for reasons of hygiene." Now, this is okay with me in some cases, especially if you have a GOOD joke to tell, but it should never ever be on expense of the "real" description. When it comes to EXITS, this order is suggested: north, south, east, west, northeast, southwest, southeast, northwest. simply because I think it looks best. This is also the order Deutha suggested. There should also be something more in the description than just an explanation on the directions. Remember that too long descriptions are boring. It all depends on the room, so use your common sense. It's important that the descriptions are... descriptive(!) It's easy to lose interest otherwise. Lines such as : "You get a feeling something isn't right here" "Seagulls fly above you making noise" "The slippery rocks make you tremble" that is things that refer to the player directly, can be put in as room_chats, and the effect will usually be better. Perhaps I should mention something about set_shorts as well. For the people using brief mode, they should be more descriptive /interesting/imagitive than just: "room", "shop", etc. Here are some examples how they should be: set_short("inside the Kart Kill Kafe"); add_property( "determinate", "" ); Result: "Inside the Kart Kill Kafe" ----- set_short("large musty and claustrophobic cellar"); Result: "A large musty and claustrophobic cellar" ----- set_short("Widdershins Broad Way junction outside the Ephebian Embassy"); add_property( "determinate", "the " ); Result: "The Widdershins Broad Way junction outside the Ephebian Embassy" ----- Other examples: "The middle of Fog Alley", "Somewhere in the Shades", "The south end of Peach Pie Street" Notice that you just use capitals in names, ie Kart Kill Kafe and that the first letter of the short description in capitalised automagically, so should only use capitals if it's in a proper name. Notice that you just use capitals in names, ie Kart Kill Kafe.