Showing posts with label Secret Door. Show all posts
Showing posts with label Secret Door. Show all posts

Tuesday, February 26, 2013

Why is the Secret Door Secret?

One way we could add details and logic to secret doors is to look at them from the angle of what was meant to be hidden.  I broke that down into four categories.  Here are some ideas on each:

Individuals hiding something from society
Probably more crudely built in easy-to-work materials since one person was doing it.  These might be more covered holes or dirt tunnels than true secret corridors.  Or they could be one of the other types of passages that have been forgotten by everyone, now found by this individual and re-purposed.

The peeper will have holes into the most private areas of the community and maybe a network of these.  The hoarder has a pantry hidden away with alcohol, preserved foods, anything the community is only allowed certain amounts of.  That and the Shirker's quiet hideaway could be nice finds for visiting adventurers.  Mania is where your celebrity stalker pastes up their pictures or the miniatures collector stores their armies.  Blasphemy is where dark idols are kept.  But, really, depending on the community anything considered forbidden could be reason to hide here.

Small groups hiding from society
Trysts allow for forbidden love and will usually span long distances, literally or culturally.  So the Montagues live far from the Capulets, or the king sneaks right next door into the maid's quarters.  These lover's passages should probably have secret doors on each end.  The rest in this category are the cults and secret societies.  These will be better built with warning bells and even traps.  They should lead to, not just more windy little passages, but hidden rooms, big enough for people to meet and scheme.  Could include small barracks, warehouses, or libraries.  Forbidden lore could include magics or heretical religious teachings.

Rulers hiding from society
These are the best quality, built with money, planning, and plenty of labor.  Probably have locks.  The peepholes will be not just into bedrooms, but places people might meet and talk.  Some passages could open into travel routes for easy disappearing of troublesome folks.  Fraud includes the hidden panels that allow priests to make an idol "eat" its offerings.

Society hiding from invaders
These are of similar quality to those built by the rulers, unless they are built after occupation and then they'll be more like the individual's crude attempts but full of traps.  Peepholes may function as murder holes.  The escape route may be one-way and much larger than the ruler's bolthole.  The flanking and guerrilla type should be located in tactically advantageous positions.  Most people in the community should know about these.

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I have been messing about with this for several days trying to figure out the best way to present it.  I had an idea that you might use little icons in the table-- eyes, bells, and such-- to represent the features each category has..  But I figure I'll just post it now to share the ideas and revise it later. 

Wednesday, February 20, 2013

Secret Doors



Secret Doors in a Dungeon:
  • might be the ultimate exploration payoff, the exact kind of mysterious feature you were hoping to find when you set off into the unknown.
  • are simple machines that still function (unless they don't).
  • are the dungeon feature that has the most story built in; someone was doing something they wanted to hide.
  • are an important part of the genre trappings.
  • might assume players will make several visits to that dungeon and thus have more chance of finding them.
  • might assume that dungeon has intelligent factions that can use them as an advantage against a party and help tip off their existence.
  • can be a shortcut that makes travel between two spots in a dungeon faster and easier.
  • can lead to hidden rooms with treasure items that may never be found.
  • can act as "pinch points" that will open up whole new areas of a dungeon once found.
  • require thought and effort by the DM to create and place and might never be found.
  • are probably the best example of the difficulty of negotiating player vs character skill (well, along with traps).
  • might assume a more adversarial DMing style that is trying to challenge clever, persistent players.
  • might assume a search of the dungeon 10' by 10' by 10' by 10' section, and a particularly slow and laborious progress through the dungeon.
  • might assume players are making detailed maps.
  • might assume more experienced players that have been introduced to all these ideas.
This feels like an assignment from DM school: "Write 200 words on Secret Doors.  Due by Wednesday." Hahaha.  Now I'm interested to try these things:
  • Design a dungeon as I normally would and then roll randomly to determine which of the doors are actually secret, and then see how that changes the place.
  • Make a table of secrets people would want to keep hidden and think about how those might affect the shape / function / location of a secret door.

Sunday, February 17, 2013

Every Secret Door a Trap

As a fourth level DM one of the things I still haven't mastered is relaying details to players from the abstract imagined world.  What I mean is, anything I mention specifically is assumed to be important because I mentioned it.  If I'm not careful an offhand detail for atmosphere will set players on long, goose-chase searches.  Or, on the other hand, an actual important trigger is easy as pie to find, because, well, again, it had to be mentioned.

This isn't a problem for me with traps because I try to make traps visible anyway.  But it relegates secret doors to either easy finds (if I have a specific trigger designed) or impossible finds (search every section of wall you suspect and roll to see if you find something).

I'd love to hear how other DM's negotiate this difficulty, but in the mean time I figured out a kludge of a fix.  Make every secret door also a trap if triggered incorrectly.

That way you can have your "There is a moosehead mounted on the wall here" type triggers but players that turn it the wrong way can run into trouble.  I'd want the trouble telegraphed the same way I do normal traps-- bloodstains, bones, body parts.  And that would mean the existence or (approximate) location of secret doors would not, in fact, be secret any more, but how to pass through them would be.

But then, if you have traps peppered about a dungeon, a trapped secret door might not be obvious.  Players seeing it might assume it's just another trap and avoid it altogether.  And only normal things that tip off secret doors ("hey, there's a blank spot on the map here!") would send them back to re-check it.

Anyway, here's an example of what I had in mind: a square room has a mosaic running hip-high around all its walls.  Each wall has underwater scenes with mermaids, shipwrecks and a single giant clam with a pearl in it.  There is a bit of bloody cloth jammed into the crack between floor and wall.  Pushing one of the pearls will 1) open a a pit trap below the whole room 2) open a dummy secret door to a dead-end hallway and shut the door behind you in 5 rounds 3) nothing 4) open the real secret door.

I guess that might be more of what people call a "trick," and it certainly makes more work for the DM to put in than a plain vanilla secret door, but it's another possible approach.