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How do you handle secret doors?
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<blockquote data-quote="Bill Zebub" data-source="post: 8475165" data-attributes="member: 7031982"><p>Is that an abstract "how it works" or is that referring to something they <em>could</em> solve without dice?</p><p></p><p>In other words, do you decide something before hand like "push on both eyes of the mermaid in the mosaic", and if they roll well enough you tell them that's how it works, and mark off 10 minutes. BUT....if somebody just happens to announce, "I push on both eyes of the mermaid", do they save the 10 minutes?</p><p></p><p>And if they pushed on just one eye would you give them a hint? Such as, "Oddly enough it depresses to your touch, but otherwise no, nothing happens."</p><p></p><p>Or is it entirely abstract, so that the only way to open it is by spending the time and rolling the dice, and if they succeed it's just "Ok, you figured it out and it opens."</p><p></p><p>edit: but otherwise your post has me thinking I might try running something with more intentional time-keeping, with the players knowing there's a 'wandering monster' check every X minutes (where 'wandering monster' is shorthand for 'problem you wouldn't have had if only you weren't so slow'). That kind of gives you an automatic "consequence of failure" of almost any task, doesn't it?</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 8475165, member: 7031982"] Is that an abstract "how it works" or is that referring to something they [I]could[/I] solve without dice? In other words, do you decide something before hand like "push on both eyes of the mermaid in the mosaic", and if they roll well enough you tell them that's how it works, and mark off 10 minutes. BUT....if somebody just happens to announce, "I push on both eyes of the mermaid", do they save the 10 minutes? And if they pushed on just one eye would you give them a hint? Such as, "Oddly enough it depresses to your touch, but otherwise no, nothing happens." Or is it entirely abstract, so that the only way to open it is by spending the time and rolling the dice, and if they succeed it's just "Ok, you figured it out and it opens." edit: but otherwise your post has me thinking I might try running something with more intentional time-keeping, with the players knowing there's a 'wandering monster' check every X minutes (where 'wandering monster' is shorthand for 'problem you wouldn't have had if only you weren't so slow'). That kind of gives you an automatic "consequence of failure" of almost any task, doesn't it? [/QUOTE]
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How do you handle secret doors?
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