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RPGaDay2020 in August - August 28th: Close

We continue on with #RPGaDay2020 in August.

Day 28 - Close

There are two or three ways to approach today's prompt word, but I've decided to take a more positive approach to the subject today, 'cause Goddess knows things are a bit tough for the world right now, and especially for me.

One of the funniest things at times in roleplaying games, regardless of the genre, is doors. Specifically closed doors.

Ever notice how a group of player characters approach a closed door in a game session? They'll usually go up to the door slowly, and as quietly as possible. They'll do a Perception (or similar) check on the door, then they may try to detect any traps on the door. Finally, if all seems clear, they may try to listen at the door and see what they can hear from the other side. If they're thinking of trying to open the door, they'll check it for traps or worse as per usual - and that's before they even check to see if the door is going to open or whether it's locked.

Suffice it to say, watching the players and their characters in a game approach and deal with a closed door can be very...entertaining. :)

And there you have this twenty-eighth post for this #RPGaDay for August, 2020. Comments, thoughts, questions, etc. are all welcome, of course. :)


( 4 comments — Leave a comment )
Richard Brewster
Aug. 29th, 2020 12:54 pm (UTC)
Door fun
Hehe, yeah the trope can be fun or tedious. At a LARP game full of 'scouts' a queue of PCs wanting to doublecheck everything in a room and each door, 🤣
Aug. 31st, 2020 07:47 pm (UTC)
Re: Door fun
Hullo, Richard,

Oh, dear, goddess...! That must have slowed the play down somewhat, huh?

Fun or tedious. No in-between.
Aug. 29th, 2020 07:46 pm (UTC)
At first things like that are amusing, but after the fifth time this whole thing plays out (and slowing the game down to a crawl), I tend to feel pity for the players: who hurt them thus that they feel the need to go through all these steps every time?
Aug. 31st, 2020 07:49 pm (UTC)
Hullo, Fub,

I think it has to do with the mentality of the character types as well as the player themselves. In the older games, if the thief (for example) has these skills about detecting traps, picking locks, etc., that must mean they're supposed to use them, right?

But yes, I agree...gamer experience with this sort of thing does influence the current behaviour when dealing with this stuff.
( 4 comments — Leave a comment )


John Kahane

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