Monday, May 23, 2011
The Art of Choice: The Bricked-Up Wall
I've been reflecting on A Paladin in Citadel's post about the use of the portcullis and the brocked-up wall as alternatives to doors.
I love this idea because it fits in nicely with some other mechanics I've been thinking of regarding player choices and providing more of them in my one level sprawling megadungeon.
The bricked-up wall is super cool, because there's the hint of the unknown but also how to deal with it in-game. If you take a sledge to it, that's a guaranteed random monster check in my game, or you could pass it by - and have some beastie break free behind you later on. Ultimately, it comes down to player choice.
In the comments we discussed possibilities for representing the "Bricked-Up Wall". So I present to you the above image represented simply as a B, much like the S of a secret door.
So what do you think of the idea? Have you used similar ideas (tied to random monster rolls) in your campaign?