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Guest 6801328
Guest
By "secrets" you mean, I assume, things that once were somewhat secret but are now well known among gamers e.g. troll-and-fire. Because every adventure in one way or another depends on secrets - be it secret information, or secret rooms, or secret effects, or secret items, etc. - and by no means are all of them design flaws.
Actually, I would argue that if the excitement of adventure depends on the secret being secret and the completion of the adventure depends on discovery of the secret then, yes, it's a design flaw. Think through that. If the fun of the adventure depends on the absence of some information, and discovering that information is what makes resolution possible, what happens if the players never discover the information? Do you give it to them? Is the adventure designed such that discovering the information is inevitable? If so, why is it fun (or challenging) to get it?
Take the secret door: what happens if the heroes never discover it? That's why it's wise for secret doors to be optional: a short-cut that makes it possible to bypass dangers, or some treasure that players will like but isn't required, etc.
Or how about the BBEG's weakness: can the BBEG can't be defeated without the secret? If so, it's not strictly necessary to the adventure, so it's ok if the heroes never discover it. But if not, then what do you do if the heroes never uncover the secret?
Thus, although any adventure will have lots of secrets (what's behind this door? whose side is his NPC on? what does this wand do?) I believe it is a mistake to make any one secret pivotal to a whole adventure. Consequently, if a player with privileged knowledge "gives away" one of the secrets, for whatever reason, the impact should be limited. It's a kind of compartmentalization.