Mr. Nelson-Brown seems to be convicting this DM on pretty thin evidence. Why does he assume that the DM boxed these players into a situation where the only alternative was to guess what he was thinking? He suggests two possible alternatives to finding the trigger (use spells to get through the door, find an alternate means of opening the lock) and assumes that the DM is negating those routes. Why not assume that the players really are uncreative, as the DM is suggesting, and that they simply haven't considered those options.
If I found myself in the same situation as a player and didn't want to spend an hour figuring out which piece of furniture to move in order to get the door open I'd definitely be thinking the following....
1. Use some alternate means of getting through the door. (Knock)
2. Use some alternate means of figuring out how to open the door (Divination spells, capture a creature from the surrounding area that might know the secret)
3. Remove the door (take off the hinges, chop through it with an axe)
4. Bypass the door (find an alternate route)
5. Ignore the door (go do something else, perhaps come back to the door when I have more appropriate spells or information)
Not to Godwin the thread or anything, but it seems to me that, whatever the DM may be doing wrong (and I'm admitting the possibility the DM is at fault), the players are also at fault here, primarily of treating an RPG like a video-game. In most video-games, you can either go forward or quit playing. If there's a door in a room, you usually have to go through the door to keep playing the game. That's not true in an RPG. You can go up, down, sideways. You can even pick a completely different objective to pursue. If the players are playing D&D, but acting like they are playing Super Mario Brothers, it's probably not entirely the DM's fault.
If I found myself in the same situation as a player and didn't want to spend an hour figuring out which piece of furniture to move in order to get the door open I'd definitely be thinking the following....
1. Use some alternate means of getting through the door. (Knock)
2. Use some alternate means of figuring out how to open the door (Divination spells, capture a creature from the surrounding area that might know the secret)
3. Remove the door (take off the hinges, chop through it with an axe)
4. Bypass the door (find an alternate route)
5. Ignore the door (go do something else, perhaps come back to the door when I have more appropriate spells or information)
Not to Godwin the thread or anything, but it seems to me that, whatever the DM may be doing wrong (and I'm admitting the possibility the DM is at fault), the players are also at fault here, primarily of treating an RPG like a video-game. In most video-games, you can either go forward or quit playing. If there's a door in a room, you usually have to go through the door to keep playing the game. That's not true in an RPG. You can go up, down, sideways. You can even pick a completely different objective to pursue. If the players are playing D&D, but acting like they are playing Super Mario Brothers, it's probably not entirely the DM's fault.
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