Sunday, April 11, 2021

Creating Doors 2: Every Door is Equal, but Some Doors are Implied to be More Equal Than Others

 Alternate title was The Implication. 

So we have our doors. Decision points players can use to traverse our outdoor dungeon. They can choose to cross that bridge, and so move to the next discrete area or ‘room’ of the space. They can choose to turn one way or another down a split path. They can choose to hop over that log, or step through the patch of dense foliage to see what lies on the other side. But we can do better.

In an earlier post I briefly mentioned paths, and how players will be predisposed to follow them. Indeed, most of the easiest ways to imagine doors have to deal with paths, or the man-made ways to navigate wilderness. But that’s not where the beauty of the outdoor dungeon lies.

The allure of the outdoor dungeon lies in stepping off the path and into the wilds. But more than that, it’s about being enticed to step off the path by something wild and captivating and strange. Something that lies outside the realm of man and order and law. 

 

If doors are what allow you to run the outdoors as dungeon, these… enticements bring them to life. Like doors in some ways, as they will provide players with the choice to follow them. But not as obvious as doors, not so explicitly presented as an option for moving forward the way doors are. Almost like easter eggs, but we very much want players to find them. In my head I’ve been calling them Implied Doors.

Implied Doors denote a choice players can make to enter a new ‘room,’ just like doors. But whereas doors are clearly stated, “The way opens up to a small meadow ahead, and a second path branches off deeper into the forest,” implied doors are well, implied. “Also, you hear the sound of running water to your left.” Here, you can view the meadow as one room, the deep forest trail as another. But, there’s also a waterfall room that players will only find if they choose to investigate the sound of water.

If you’re up and up on the way the osr likes to handle investigation or trap-finding, this will start to sound familiar.

I don’t want to get too hung up on definitions. There’s probably a lot of bleed between ‘doors’ and ‘implied doors,’ but the important thing here is being intentional about including both types of doors in every ‘room’ (I know we haven’t really defined room yet) of your outdoor dungeon.

So let’s jump right into the examples.

The forest path continues straight into the distance, and at the edge of your vision it turns around a bend. The light from above is fuzzy and green-tinged, and you hear the sound of running water and rustling leaves as you walk along.

The tracks you’re following continue along the ridge, but beyond the valley and over the next hill, you see a thin smoke trail snaking up into the sky.

As you go along your way, a rabbit emerges from the brush. It regards you for a few moments, before continuing on its way. Investigating where it goes, or anyone with a survival skill or background reveals a narrow game trail through the wilds.

 

So, doors pique players’ interest and tell them what their options are for going forward in an interesting direction (ie towards more content iiee towards other ‘rooms’), and implied doors do the same thing without outright stating itself as an option, and may require poking or investigation to find or realize.

Next post we’ll look at tips for creating both doors and implied doors, go in-depth on a few examples, and end with some tables for reference.

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