Ten doors. pick one and tell me why.

Pick a Door, all lead to adventure.

  • Door 1: Red City

    Votes: 7 9.7%
  • Door 2: Winter (fey?)

    Votes: 11 15.3%
  • Door3: Primative Halflings

    Votes: 3 4.2%
  • Door 4: mid-air pastoral

    Votes: 6 8.3%
  • Door 5: Sandstorm

    Votes: 1 1.4%
  • Door 6: Boat of Halflings

    Votes: 8 11.1%
  • Door 7: Crying Man, Dog-Cat and Mules

    Votes: 18 25.0%
  • Door 8: Dark City

    Votes: 6 8.3%
  • Door 9: Dungeons & dwarves

    Votes: 4 5.6%
  • Door 10: Slaves and the Whirlwind

    Votes: 8 11.1%

Did you really need to invalidate all the other options just because they didn't match your narrow perception of what being an adventurer entails? Enjoy fighting your dog/cat, I'll be exploring the mysteries and dangers of an exotic world in the meantime.


He didn't say that he chose the door with the catdog monster because combat = adventure. He said that he chose it because, out of all the options/portals, the people here had the most obvious pressing need for a hero. Maybe the demands of justice trump the desire to explore a cool landscape. If you offer me a portal to an idyllic and mysterious landscape next to a portal to a slum where a gang of thugs are menacing a little boy, I am going to have to head to the slums. Sure, I'd love to explore the other portal, but that boy needs help!

And even if he did say that combat equals adventure, what is it to you? The OP asked people to choose a door and explain why. He did. Different strokes for different folks.

Also, nothing screams adventure like catdog:

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I'm going for the Cat-Dog.

There's an immediate problem there that can be solved with the best, most effective problem-solving method known to man:

Violence. Generously Applied.
 


Did you really need to invalidate all the other options just because they didn't match your narrow perception of what being an adventurer entails? Enjoy fighting your dog/cat, I'll be exploring the mysteries and dangers of an exotic world in the meantime.

Did you really need to invalidate all the other options just because they didn't match your narrow perception of what being an adventurer entails?

Oh, wait, that's what you said. Pot, kettle.

I too chose door #7 in hopes that I can save a life. Be it the evil cat-dog or maybe it's the evil people fighting the cat-dog that I need to stop. Let's find out! And then I'll hope I can make it back to the room of doors later to explore elsewhere.
 

It's a tossup between #7 and #10, but I picked #7 because I don't know if slavery is legal in #10world. (But I'd step into #6 just long enough to grab the key from Mr. Grinning Hobbit and leave!)
 



Door 1, because it seemed more mysterious. I'm a sucker for urban adventures, and the theme seemed interesting: chainmail veils, shadowy deals, red-clay buildings. There are some people nearby I can talk to, and find out where the real opportunities lie.

If I had a second pick, it'd be door 9. Feels a bit Underdark-y, which I enjoy, and there are some dwarven NPCs to interact with.

I'd reject the other doors, either because they're going to throw me into the action immediately without a chance to get my bearings or talk to the locals.... or because they looked a bit too much like a wilderness "sandbox". I'm not a fan of adventures which start in a forest and then ask: "So... what do you want to do now?"
 

Door #8. The suggestion that part of the deserted city looks familiar is an obvious jumping off point to start digging around for info about the mystery; and makes me feel somewhat personally vested in the situation from the get go.
 

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