Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Problems with the Diplomacy skill (plus a total halt to a campaign)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 6073770" data-attributes="member: 42582"><p>Up to the second-last paragraph I would have said: whatever approach the players decide to have their PCs take, let it work!, because otherwise your scenario is going to stall.</p><p></p><p>But it's too late for that now. So it seems to me that you need to give the PCs another reason to check out the house, which the players will pick up and act on.</p><p></p><p>One pretty blatant way to proceed would be this: when the PCs leave the tavern and are walking down the street next to the house, the street surface gives way and one of the PCs falls through into a dusty underground chamber (give them a Reflex save, or Acro check, or whatever is appropriate, to avoid damage). It is obviously a secret room attached to the cellar of the house (you describe it in such a way that this is obvious from the PC's side of the room - maybe they can see where there is only a single course of bricks, backed by a timber frame, in an otherwise double-brick cellar wall - the secret door on the cellar side which is not secret at all on this side). And in the dusty secret room are X, Y and Z - whatever items will stimulate the PCs' (and your players') interests in the mystery of the house.</p><p></p><p>If that doesn't instigate a more extensive search for secret doors in the house - with or without cooperation from its residents - then I'm not sure what would! And you'll certainly know for sure that they players really don't care about your house and its secret doors!</p><p></p><p>More subtle approaches involve someone offering to pay them to sneak in, them overhearing two thugs in the tavern talking about the house and its treasures, etc. But I actually prefer the blatant approach because (i) it makes the potential significance of the house's secret so obvious, and (ii) gives the players a really simple opportunity to signal that they're not interested in the house - they have their PCs climb out of the dusty room and proceed on their way - so you are in no danger of inadvertantly railroading them.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6073770, member: 42582"] Up to the second-last paragraph I would have said: whatever approach the players decide to have their PCs take, let it work!, because otherwise your scenario is going to stall. But it's too late for that now. So it seems to me that you need to give the PCs another reason to check out the house, which the players will pick up and act on. One pretty blatant way to proceed would be this: when the PCs leave the tavern and are walking down the street next to the house, the street surface gives way and one of the PCs falls through into a dusty underground chamber (give them a Reflex save, or Acro check, or whatever is appropriate, to avoid damage). It is obviously a secret room attached to the cellar of the house (you describe it in such a way that this is obvious from the PC's side of the room - maybe they can see where there is only a single course of bricks, backed by a timber frame, in an otherwise double-brick cellar wall - the secret door on the cellar side which is not secret at all on this side). And in the dusty secret room are X, Y and Z - whatever items will stimulate the PCs' (and your players') interests in the mystery of the house. If that doesn't instigate a more extensive search for secret doors in the house - with or without cooperation from its residents - then I'm not sure what would! And you'll certainly know for sure that they players really don't care about your house and its secret doors! More subtle approaches involve someone offering to pay them to sneak in, them overhearing two thugs in the tavern talking about the house and its treasures, etc. But I actually prefer the blatant approach because (i) it makes the potential significance of the house's secret so obvious, and (ii) gives the players a really simple opportunity to signal that they're not interested in the house - they have their PCs climb out of the dusty room and proceed on their way - so you are in no danger of inadvertantly railroading them. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Problems with the Diplomacy skill (plus a total halt to a campaign)
Top