Hinting of Secrets and Enticing Players to Explore

KidSnide

Adventurer
The takeaway from this, I think, is that video game designers have learned that secrets that you want players to actually find should "beg" to be found. What this means to GMs, I suspect, is that we need to narrate the difference between window dressing and hints enough for players to think: "Huh, something weird is going on here." Being too subtle just trains your players to either push every wall to find a hidden corridor, or else just focus on getting to the next room/plot point.

QFT.

Obviously, tastes vary, but I think it's a lot more fun to spend time discovering the cool things about your world than it is to spend time searching for those same discoveries.

-KS
 

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