I have a steadily growing theory that doors are the ultimate tool in assessing and explaining an RPG. Consider how the game has you:
* Open a door
* Pick a lock on a door
* Break down a door
* Find a secret door
Answers to these are super informative. Universal theory of doors?
* Open a door
* Pick a lock on a door
* Break down a door
* Find a secret door
Answers to these are super informative. Universal theory of doors?
Doors make for GREAT examples because the resolution is both easy to envision and easy to judge. It& #39;s got a core binary, which in turn makes it great for examples *even when they game rejects the binary*
That is, the door is such a clear example that it then becomes a meta example for why, in THIS game, we *don& #39;t* have you roll to unlock the door, we have you [SOMETHING ELSE*]
* Like the style in which you get past the door, or WHY getting past the door matters.
* Like the style in which you get past the door, or WHY getting past the door matters.
The idea of the "Secret door", similarly, is a door (ha ha) to a host of questions about how the game handles information, perception and secrets.
Hell, toss a door onto a map, and the rules around it tell you a ton about the game& #39;s action economy.
It& #39;s a CONSPIRACY OF DOORS!