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.
__________________________________________
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.
Tuesday, February 26, 2013
Why is the Secret Door Secret?
Labels:
Charts,
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Tools
Saturday, February 23, 2013
Traps!
Here's my take on a trap chart in the Roger the GS style. If you read straight across you get a standard trap that should be easy to work with even at the last moment in play. If you mix and match the columns you get weird stuff you need to interpret a bit and is intended more for pre-play prep.
A few notes. If you are rolling to get something weird you can still get the straight-across result. Rather than re-roll I put in to add insects or animals to get some Indiana Jones style snake pits or bug filled rooms. The trigger column was the last thing I added and the fact that some are nouns and some verbs bugs me, but it should work. For the chute being "revealed" I was thinking of staircases that flatten out, the chute was always there built into the feature itself.
Let's roll some and see how we might interpret them:
4, 3, 5, 4
shim, gas, swings, block
Whew, that's a tough one on the first go. Okay, let's say a section of a hallway is a big pendulum. Knocking out a wooden shim will cause it to swing, replacing the current section of hall. It contains a gas that is heavier than air and makes anything in it float to the ceiling and get stuck.
2, 7, 10, 9
latch, noose, (shoot out, open), channel
Hmm, okay, a chamber with four doors. Opening the "wrong" door causes a noose to shoot out and land around the opener's neck and start, slowly, constricting. Opening the door the designer wants you to go through causes the noose to go slack.
7, 1, 6, 1
touch, darts, jut out, wound
This one seems pretty straight forward. The walls of an area are lined with tiny, sharp points. Brushing up against them causes them to jut out and inflict damage. I would say battles in the area would be at a negative because the battlers are being careful not to touch the walls. Or maybe roll a save every time you miss to see if you've bumped into a wall.
Well, you get the picture. Let me know if you have any suggestions or questions. Hope this helps in designing your dungeons.
A few notes. If you are rolling to get something weird you can still get the straight-across result. Rather than re-roll I put in to add insects or animals to get some Indiana Jones style snake pits or bug filled rooms. The trigger column was the last thing I added and the fact that some are nouns and some verbs bugs me, but it should work. For the chute being "revealed" I was thinking of staircases that flatten out, the chute was always there built into the feature itself.
Let's roll some and see how we might interpret them:
4, 3, 5, 4
shim, gas, swings, block
Whew, that's a tough one on the first go. Okay, let's say a section of a hallway is a big pendulum. Knocking out a wooden shim will cause it to swing, replacing the current section of hall. It contains a gas that is heavier than air and makes anything in it float to the ceiling and get stuck.
2, 7, 10, 9
latch, noose, (shoot out, open), channel
Hmm, okay, a chamber with four doors. Opening the "wrong" door causes a noose to shoot out and land around the opener's neck and start, slowly, constricting. Opening the door the designer wants you to go through causes the noose to go slack.
7, 1, 6, 1
touch, darts, jut out, wound
This one seems pretty straight forward. The walls of an area are lined with tiny, sharp points. Brushing up against them causes them to jut out and inflict damage. I would say battles in the area would be at a negative because the battlers are being careful not to touch the walls. Or maybe roll a save every time you miss to see if you've bumped into a wall.
Well, you get the picture. Let me know if you have any suggestions or questions. Hope this helps in designing your dungeons.
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.
- 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.
Labels:
Design,
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Dungeons,
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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.
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.
Labels:
Design,
DMing,
Meta Ideas,
Secret Door,
Trap
Monday, February 11, 2013
3 From TYWKIWDBI
Saw these while work was busy and wanted to share them now. These necklaces of human teeth remind me of the fingerbone necklace, though it would be easier to make one of these:
This spotted lake is an example of how the real world is odder and more fantastic than most of my imagined landscapes:
Finally, this opalised theropod tooth is an example of how, whatever treasure item table I come up with it will probably never generate crazy cool things like this:
I can't find the link to the post on TYWKIWDBI, but I swear I saw it there.
This spotted lake is an example of how the real world is odder and more fantastic than most of my imagined landscapes:
Finally, this opalised theropod tooth is an example of how, whatever treasure item table I come up with it will probably never generate crazy cool things like this:
I can't find the link to the post on TYWKIWDBI, but I swear I saw it there.
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