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Secret Doors
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<blockquote data-quote="delericho" data-source="post: 8245900" data-attributes="member: 22424"><p>Some thoughts.</p><p></p><p>Firstly, don't gate any must-find areas behind secret doors. Everything that follows rather depends on that...</p><p></p><p>The key, I think, is to put in place a tension behind risk and reward - the PCs naturally want to find all the treasures in the place, but they should also be wary of the various dangers and want to avoid those. So set up a system where to spending lots of time searching also increases the danger...</p><p></p><p>One of the things I do is have a fairly aggressive clock for random encounters. Additionally, random encounters never carry treasure, and <em>don't grant XP</em>. So they're very strictly a bad thing to be avoided where possible. Simply having that in place discourages the "go over every inch" problem.</p><p></p><p>Additionally, I set the DCs for finding secret doors <em>simply for being in the area</em>, extremely high (traps too, BTW). So to find them, you're going to have to be more specific - being in the room won't do it, but checking out the bookcase, or statue, or whatever might.</p><p></p><p>On the flip side, I make sure to seed the area with clues for the locations and types of secret doors. For instance, I theme my dungeons - a lost dwarven mine will have secret doors of <em>this</em> type, while a goblin city will have secret doors of <em>that</em> type (and not the other). So clever players can figure out what to look for.</p><p></p><p>Additionally, I try always to place a 'broken' secret door early in the dungeon to deliberately give away some of these clues.</p><p></p><p>The upshot of all of this is that secret doors become nice-to-have/Easter Eggs for the <em>players</em> to find (if they're interested), but there're never necessary to finish the adventure. They're findable, but savvy players will have a much easier time of it. And exhaustive searches, while effective, quickly become discouraged, because they just take up too much time (and soak resources for no reward).</p></blockquote><p></p>
[QUOTE="delericho, post: 8245900, member: 22424"] Some thoughts. Firstly, don't gate any must-find areas behind secret doors. Everything that follows rather depends on that... The key, I think, is to put in place a tension behind risk and reward - the PCs naturally want to find all the treasures in the place, but they should also be wary of the various dangers and want to avoid those. So set up a system where to spending lots of time searching also increases the danger... One of the things I do is have a fairly aggressive clock for random encounters. Additionally, random encounters never carry treasure, and [I]don't grant XP[/I]. So they're very strictly a bad thing to be avoided where possible. Simply having that in place discourages the "go over every inch" problem. Additionally, I set the DCs for finding secret doors [I]simply for being in the area[/I], extremely high (traps too, BTW). So to find them, you're going to have to be more specific - being in the room won't do it, but checking out the bookcase, or statue, or whatever might. On the flip side, I make sure to seed the area with clues for the locations and types of secret doors. For instance, I theme my dungeons - a lost dwarven mine will have secret doors of [I]this[/I] type, while a goblin city will have secret doors of [I]that[/I] type (and not the other). So clever players can figure out what to look for. Additionally, I try always to place a 'broken' secret door early in the dungeon to deliberately give away some of these clues. The upshot of all of this is that secret doors become nice-to-have/Easter Eggs for the [I]players[/I] to find (if they're interested), but there're never necessary to finish the adventure. They're findable, but savvy players will have a much easier time of it. And exhaustive searches, while effective, quickly become discouraged, because they just take up too much time (and soak resources for no reward). [/QUOTE]
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