And we’re back looking at some brief, poorly formed thoughts on the #RPGaDAY2019 theme for the day.
So let’s jump right in and look at today’s #RPGaDAY2019 theme…
I’m going to talk about the plural here. But first I’m going to briefly look at the singular, door and what it represents.
To me a door is an obstacle, a barrier. A challenge for the adventurers to overcome. How difficult that challenge is depends on the type of door and if it’s locked or not. It also represents a transition from one area to another.
As the image below of a dungeon map key shows there can be several types of door.
All of them present their own challenge to the adventurers. Are they locked or unlocked? Is the door hidden or wide open?
If the door is locked how do the adventurers unlock it? In my pirates lair the portcullis doors were opened by finding the nearby lever. It only hit me after I had created the pirates lair that this worked similar to the level design of first person shooters of the 90’s and still this day. Where a switch on the level opened a door somewhere on the level. And there is a similar comparison for finding the keys also to open a door.
As I write this post, and in-particular that last paragraph. It got me thinking there is plenty of great advice out there ranging from the DM’s Guide and stuff online for designing dungeons. But how much can we learn from the video game world and level design to compliment all that great advice out there already? I think from puzzle design alone a lot.
Another thing to consider if the door is locked, is the lock booby trapped? If so how deadly is the trap? What type of trap is it? Is the trap inside the lock itself or does it trigger a bigger more deadly threat inside the area the door is in?
For secret doors how will the adventurers find it? Can it be found? Or like in the Matt Colville’s “Delian Tomb” taster dungeon he created at the start of his brilliant YouTube series, will the secret door open if the adventurers solve a puzzle? What clues will be in the room to indicate that there is a secret door in the room? Scuff marks on the floor where the door has opened and closed?
In my pirates lair I used a combination of doors to provide a challenge to getting into the treasure room of the pirates. First the adventurers had to get past a portcullis, which could only be opened once they had found their way into the pirate leaders quarters and pulled the lever there. Once passed the portcullis they had a locked door to open. Which they would have to pick to open. So in total to get into a very well stocked treasure room full of gold, jewels and magic items the adventurers has to navigate 3 doors.
But doors also provide security, maybe not much for the adventurers as well. It provides a barrier to hinder creatures while they have a rest. If unable to lock the door, they can block it somehow, maybe with pitons to make it harder for any threat getting in. Slowing that threat down long enough for the party not to be caught off guard.
So there you have it my thoughts on doors in an RPG. I hope you found it of interest.