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Secret Doors
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<blockquote data-quote="Hriston" data-source="post: 8246166" data-attributes="member: 6787503"><p>I recently ran a dungeon generated during play with the random tables in the 1E DMG, and there were a few places where there ended up being a lot of secret doors. I telegraphed the existence of all the secret doors to the players which resulted in them all being noticed for what they were, and the challenge became more about how to open them, especially in one place where the secret door was combined with a pit trap that you'd fall in if you failed to open the door. </p><p></p><p>There's one category of secret door that I think I'll do differently if I run this type of dungeon again which is the secret doors that can result from dead ends. In play, I checked for secret doors at every dead end, so I knew if they were there or not and telegraphed them to the players accordingly, but in the future I'd like to leave them unresolved and un-telegraphed (because I won't know if they're there), and if the players look for secret doors at the dead ends, the success or failure of their attempt will determine whether there's a secret door there or not, which I think would mix things up and relieve the monotony a bit.</p></blockquote><p></p>
[QUOTE="Hriston, post: 8246166, member: 6787503"] I recently ran a dungeon generated during play with the random tables in the 1E DMG, and there were a few places where there ended up being a lot of secret doors. I telegraphed the existence of all the secret doors to the players which resulted in them all being noticed for what they were, and the challenge became more about how to open them, especially in one place where the secret door was combined with a pit trap that you'd fall in if you failed to open the door. There's one category of secret door that I think I'll do differently if I run this type of dungeon again which is the secret doors that can result from dead ends. In play, I checked for secret doors at every dead end, so I knew if they were there or not and telegraphed them to the players accordingly, but in the future I'd like to leave them unresolved and un-telegraphed (because I won't know if they're there), and if the players look for secret doors at the dead ends, the success or failure of their attempt will determine whether there's a secret door there or not, which I think would mix things up and relieve the monotony a bit. [/QUOTE]
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