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<blockquote data-quote="Sunseeker" data-source="post: 7301293"><p>Then that wasn't my example and is completely irrelevant?</p><p></p><p>I mean if the secret door is <em>reasonably</em> near an object and my players just aren't searching that object for whatever reason, I may drop some hints. </p><p></p><p>Lets say the players are just not searching the table, for whatever reason. I might drop in "As you search the completely mundane wooden walls of this completely mundane wooden house you notice that there appears to be only one <em>stone</em> object in the room." Or "As you example the construction of this house, you notice that it is all very old, very worn, and very well used, except for the table which appears to be completely new."</p><p></p><p>I don't go through all the hard work to develop interesting elements for my players just to have them miss it. I don't care if my players are defeating my dungeons simply because I tipped my hand. I DO care greatly that they missed this super cool dungeon because they didn't bother to search the table!</p><p></p><p></p><p></p><p>In my case, the second part of this wouldn't even exist. The fact that they've zeroed in on the table covering something suspicious would mean discovery of the secret door in the floor is a matter of time, not a matter of chance. The door may be obvious:</p><p><img src="https://www.funkypancake.com/blog/media/071029_350d_img_6455.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>And once the table is moved you'd have to be blind to miss it.</p><p>The door may be <em>nearly</em> inconspicuous:</p><p><img src="https://cdn2.littlethings.com/app/uploads/2015/01/qQiJybv-600x400.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>But retains a noticeable tell that you wouldn't need a check for.</p><p></p><p>Quite honestly, moving the table may have revealed the passagway on it's own.</p><p></p><p>The "But did you search the floor?" reeks of that example some pages back where a player searched the closet, but didn't search the hangar-bar and thus it was missed. It's pixel-whining lite. The next step is "But what if they didn't search <em>each board</em> on the floor?" and then "But what if they didn't search <em>each nail</em> for the one that is secretly not a nail and actually a key?"</p><p></p><p>I don't go there because I'm not interested in wasting my time. I'm not interested in wasting <em>their</em> time. And that's all it is: a waste of time.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7301293"] Then that wasn't my example and is completely irrelevant? I mean if the secret door is [I]reasonably[/I] near an object and my players just aren't searching that object for whatever reason, I may drop some hints. Lets say the players are just not searching the table, for whatever reason. I might drop in "As you search the completely mundane wooden walls of this completely mundane wooden house you notice that there appears to be only one [I]stone[/I] object in the room." Or "As you example the construction of this house, you notice that it is all very old, very worn, and very well used, except for the table which appears to be completely new." I don't go through all the hard work to develop interesting elements for my players just to have them miss it. I don't care if my players are defeating my dungeons simply because I tipped my hand. I DO care greatly that they missed this super cool dungeon because they didn't bother to search the table! In my case, the second part of this wouldn't even exist. The fact that they've zeroed in on the table covering something suspicious would mean discovery of the secret door in the floor is a matter of time, not a matter of chance. The door may be obvious: [img]https://www.funkypancake.com/blog/media/071029_350d_img_6455.jpg[/img] And once the table is moved you'd have to be blind to miss it. The door may be [I]nearly[/I] inconspicuous: [img]https://cdn2.littlethings.com/app/uploads/2015/01/qQiJybv-600x400.jpg[/img] But retains a noticeable tell that you wouldn't need a check for. Quite honestly, moving the table may have revealed the passagway on it's own. The "But did you search the floor?" reeks of that example some pages back where a player searched the closet, but didn't search the hangar-bar and thus it was missed. It's pixel-whining lite. The next step is "But what if they didn't search [I]each board[/I] on the floor?" and then "But what if they didn't search [I]each nail[/I] for the one that is secretly not a nail and actually a key?" I don't go there because I'm not interested in wasting my time. I'm not interested in wasting [I]their[/I] time. And that's all it is: a waste of time. [/QUOTE]
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