That's an interesting article. Thanks for sharing.
I actually like the first example better of the pit, BUT it only works for me if there was a sentence in the beginning of the adventure or beginning of the Appendix of that particular dungeon section (if it was a big megadungeon). As a DM, I just don't want to try and figure out what the designer was trying to do or say while I'm reading it--it makes it feel really DRY to me and I would have to put some work into it--and if I have to put work into something, may as well write my own adventure.
Noism--
"For example, let's imagine I was making a megadungeon inside a place called Bald Mountain. I might decide that the first level comprises a network of tunnels and chambers constructed by a cult of dwarves who worshipped the Crow God. I would map the level accordingly, and include, amongst other things, shrines, chapels, halls of worship, sacristies, monks' and novices' dormitories, and so on. I would then plot out areas that had collapsed or been ransacked; that had been taken over by vagrants; that still contained the original (undead) inhabitants; that had become infested by crow demons; that were now being used as hideouts for outlaws, and so on. And I would be careful to include room contents that, here and there, hinted at the respective chambers' original uses."
So in the beginning...this would be useful for me.
"Inside Bald Mountain, there were dwarves that worshipped the Crow God. Red-shirt assassins continually tried to assassinate them, due to disagreement of their beliefs. Now some areas have been ransacked and taken over by vagrants, past worshippers are undead trying to protect the place, and other areas are infested with crow demons."
That's it. Now I understand a vague and rough history/backstory that I can riff off of. It has provided a few stepping stones down the path of imagination where I can grab the reigns and move forward on my own riffing.
Now anytime I see a corpse with a red shirt, as the DM, NOW I understand the backstory a bit without it clogging up each and every room and it makes sense and I can build off of it if I need too. For example, if someone did use Speak with Dead, like in the comments example, I could riff off a much better RP situation since I know this corpse used to be an assassin. Otherwise, I would just see another corpse in a pit--just like the players do, and have to make something up on the spot. Not that Speak With Death happens in that type of situation a lot, but I'm just working with the example provided.
"The aim, in other words, is not necessarily to put in place enough clues that the players could, like explorer-scholars, piece together the entire history of the place they are exploring. (Though that would be cool.) It is, rather, to make it feel to them as though their PCs inhabit an actual place."
This reminds me of my 'librarian' character. Being an explorer-scholar was my aim and trying that particular playstyle--- trying to figure out the history and story of a dungeon, was my ultimate goal for my character. I found it 'not cool' and a bit boring (and the other players were not impressed with my spell selection)--but it was the main reason why I tried a 'librarian' (or a mage with a lot of detection, comprehend magics instead of magic missile and sleep). But I do like this sentence....because I agree with it. The aim shouldn't be having enough clues for PCs to piece everything together---BUT for me personally as a DM, I DO want to be provided a little intro/clues of what the designer was thinking for the place rather than trying to piece it out, especially during play. And if the players DID really want to piece everything together, then I could make that easier for them as DM because I would know what was up.
It feels the same to me if rumors were left out and I had to scramble to come up with rumors....or wandering encounters....a little backstory in the beginning is a tool. I usually just call it 'Summary' in my published adventures. It's the 'Welcome Mat' for the DM--this is what I was thinking for this adventure, now things may make sense where I put things or why things are the way they are, but do with it as you will.'
Telling me too much sucks all the romance out of it. Whereas teasing me with bits and pieces arouses my creative juices. Well written text is seductive. Holes beg to be filled.
(Apologies for the overly sexual metaphors at 6 am. I never could get the hang of Thursdays.)
The last sentence cracked me up....lol. I DO agree with squeen here...I don't want to be told every little bitty thing and detail because that doesn't give me room to flex my own creativity (and like Noisms said (and Bryce and 1True) it can clog up the writing in rooms). But I would argue that having this little nugget in the beginning: "Red-shirt assassins continually tried to assassinate them, due to disagreement of their beliefs." doesn't tell me everything, it won't clog up every room, and it does provide a springboard for me to 'arouse my creative juices'.... AND, the part I like, it makes the potion of poison make more sense (because the corpse had a red shirt=assassin) to me why its at the bottom of the pit (rather than a potential "Gotcha" moment for my players). I might of even added a scroll with a list of names and gp prices with some marked off--but that would depend on my players gamestyle (i.e. to appease the explorer-scholar playstyle) or can just let it ride and let the PCs wonder.