I think the locked door is a good example of approaches, which can apply to D&D and other games. Sometimes there's a locked door because it makes sense for there to be a locked door. To paraphrase Freud, sometimes a locked door is just a locked door.
To some people such a door would be pointless, but honestly to me it's just part of making the world real. It's kind of like "open world" video games that are anything but. The only things you can interact with are things you're supposed to interact with. That's understandable in a video game world given limitations of design time and memory requirements. But when running a game on pure imagination, we can do better if we want.
I have ways of speeding up exploration for stuff like this that I generally use, but if I've zoomed into a location there can absolutely be things that are just there for color and background. On the other hand, perhaps there was something cool behind the door and they just can't get it. In general I don't put any campaign-blocking aspects behind a locked (or secret) door but there could be some treasure or something that would aid them. I don't ever guarantee success.
But these things are not pointless. The campaign still continues, people move on. But the world will feel more real, more lived in if occasionally stuff is just there because it makes sense for it to be there. I remember a Critical Role episode where there was a chair in the middle of an empty room where someone had been questioned. They became somewhat obsessed with the chair, investigating it, trying to figure out why it was special. The thing is, they had fun with it, and it was just a chair. You can watch the clip here because it's considered a highlight.
You don't have those kind of moments if everything has meaning. The chair didn't suddenly turn into a mimic, the ceiling didn't collapse because they spent time investigating and didn't find anything. It was just a chair. I like when those kind of moments just kind of organically happen as the players interact with the world.
To some people such a door would be pointless, but honestly to me it's just part of making the world real. It's kind of like "open world" video games that are anything but. The only things you can interact with are things you're supposed to interact with. That's understandable in a video game world given limitations of design time and memory requirements. But when running a game on pure imagination, we can do better if we want.
I have ways of speeding up exploration for stuff like this that I generally use, but if I've zoomed into a location there can absolutely be things that are just there for color and background. On the other hand, perhaps there was something cool behind the door and they just can't get it. In general I don't put any campaign-blocking aspects behind a locked (or secret) door but there could be some treasure or something that would aid them. I don't ever guarantee success.
But these things are not pointless. The campaign still continues, people move on. But the world will feel more real, more lived in if occasionally stuff is just there because it makes sense for it to be there. I remember a Critical Role episode where there was a chair in the middle of an empty room where someone had been questioned. They became somewhat obsessed with the chair, investigating it, trying to figure out why it was special. The thing is, they had fun with it, and it was just a chair. You can watch the clip here because it's considered a highlight.
You don't have those kind of moments if everything has meaning. The chair didn't suddenly turn into a mimic, the ceiling didn't collapse because they spent time investigating and didn't find anything. It was just a chair. I like when those kind of moments just kind of organically happen as the players interact with the world.