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
Secret Doors
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="Charlaquin" data-source="post: 8245138" data-attributes="member: 6779196"><p>T E L E G R A P H I N G</p><p></p><p>When there’s a secret door to be found, hint to its presence in your description of the environment. A draft is a heavy-handed way to telegraph the presence of a secret door, but it cuts the mustard. Likewise a conspicuous lack of dust in an arc in front of where the secret door sings.</p><p></p><p>For more subtle clues, use context to imply the presence of a room that there’s no apparent door to. There’s the classic “there’s this weird room-shaped empty space in the map” but that only works if your players are mapping the dungeon as they go, and doing so accurately and precisely. Another option that’s less reliant on mapping but more reliant on level design is to have some visual cue that always goes along with secret doors. Maybe there are tapestries throughout the dungeon, and rooms with secret doors (and only rooms with secret doors) feature dragons on the tapestries.</p><p></p><p>A lot of DMs are hesitant to do this kind of thing because it can feel like giving too much away. But if the goal is to get players to pay attention to and interact with the environment, there is no surer way to achieve that than to indicate with your environmental description that there is something to be interacted with. And, while telegraphs may seem obvious to you, never underestimate the obliviousness of players. They will regularly miss things you think are painfully obvious. And when they do catch on to things, they’ll feel like they’re clever for doing so, which is exactly what you want.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8245138, member: 6779196"] T E L E G R A P H I N G When there’s a secret door to be found, hint to its presence in your description of the environment. A draft is a heavy-handed way to telegraph the presence of a secret door, but it cuts the mustard. Likewise a conspicuous lack of dust in an arc in front of where the secret door sings. For more subtle clues, use context to imply the presence of a room that there’s no apparent door to. There’s the classic “there’s this weird room-shaped empty space in the map” but that only works if your players are mapping the dungeon as they go, and doing so accurately and precisely. Another option that’s less reliant on mapping but more reliant on level design is to have some visual cue that always goes along with secret doors. Maybe there are tapestries throughout the dungeon, and rooms with secret doors (and only rooms with secret doors) feature dragons on the tapestries. A lot of DMs are hesitant to do this kind of thing because it can feel like giving too much away. But if the goal is to get players to pay attention to and interact with the environment, there is no surer way to achieve that than to indicate with your environmental description that there is something to be interacted with. And, while telegraphs may seem obvious to you, never underestimate the obliviousness of players. They will regularly miss things you think are painfully obvious. And when they do catch on to things, they’ll feel like they’re clever for doing so, which is exactly what you want. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Secret Doors
Top