I don't think I've ever managed to convey a proper sense of darkness, which is why the “Veins of the Earth” made by this blogger ...The module appeals to me so much. The module includes different ways to generate natural caves, with their obvious risks and a description of the creatures based on the sounds they make, their scent, and changes in the ambient temperature.
The creatures are divided into two types: individual creatures that can cause problems for adventurers, and others that are neither aggressive nor carnivorous, but whose alien behavior or inability to relate to our reasoning causes them to oppose the interests of explorers who have made the ambitious error of delving too deeply.
The other type of beasts are presented as societies or communities, plagues, entire species that function differently from simple individuals, whose descriptions can be an entire adventure or campaign in themselves. In reality, there is a lot to review. Some entries, however, are simply incomprehensible, but this aspect is not overused, as the incomprehensible barely covers a few pages.
I find it very difficult to work in the dark, as we are generally asked to rely on other senses that we are not very familiar with. And I think that the fact that a character cannot even see their own hands leaves them somewhat immobilized.
If you add a torch to the terrible darkness, everything becomes much more manageable. But if we find ourselves in a game where practically everyone has night goggles, what's the point of night or darkness?
So I dare to point the finger at the fifth edition of DnD for steering me away from the habit of storytelling that emphasizes darkness, too many spells, environmental elements, and abilities that come from ancestry... Perpetual and eternal day, for fear of causing fear and despair. The tyranny of joy sweetened with sugar glass strikes again.