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<blockquote data-quote="Andvari" data-source="post: 9880096" data-attributes="member: 7036523"><p>If you don't want your door to be picked or broken down, you can put in an alternative type of "lock." Like having slots shaped so only certain items held by someone elsewhere in the dungeon, or a lever in a separate location operating it.</p><p></p><p>I think a good example of OSR design is that of an obvious trap, the mechanism of which is described in the adventure, so the players can manually interact with it to disable it. Maybe there are 3 obvious holes (no roll needed to spot them) on either side of the tunnel and a toxic smell. Instead of rolling, the players might put pieces of cloth on a spear and clog them from a safe distance to prevent gas coming out as they walk past. No roll needed - just clever problem-solving.</p><p></p><p>As opposed to a trap where the GM goes "Aha! You forgot to search! Now you take 13 damage from the poison pouring out of the hidden holes you didn't notice", or if they do search, goes "You find a gas trap and you disable it", by the player simply rolling, rather than through deliberate, tactile engagement with the imagined world.</p><p></p><p>But that's kind of tough to do with lock-picking unless you have some brilliant idea for a lock-picking mini-game. And sometimes players will come up with a clever way of getting through your special lock through means you did not anticipate, anyway.</p></blockquote><p></p>
[QUOTE="Andvari, post: 9880096, member: 7036523"] If you don't want your door to be picked or broken down, you can put in an alternative type of "lock." Like having slots shaped so only certain items held by someone elsewhere in the dungeon, or a lever in a separate location operating it. I think a good example of OSR design is that of an obvious trap, the mechanism of which is described in the adventure, so the players can manually interact with it to disable it. Maybe there are 3 obvious holes (no roll needed to spot them) on either side of the tunnel and a toxic smell. Instead of rolling, the players might put pieces of cloth on a spear and clog them from a safe distance to prevent gas coming out as they walk past. No roll needed - just clever problem-solving. As opposed to a trap where the GM goes "Aha! You forgot to search! Now you take 13 damage from the poison pouring out of the hidden holes you didn't notice", or if they do search, goes "You find a gas trap and you disable it", by the player simply rolling, rather than through deliberate, tactile engagement with the imagined world. But that's kind of tough to do with lock-picking unless you have some brilliant idea for a lock-picking mini-game. And sometimes players will come up with a clever way of getting through your special lock through means you did not anticipate, anyway. [/QUOTE]
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