Just wanted to share a little trick that I used in Praise the Fallen to make finding and using keys a little more interesting for both DMs and players.
"A note on Keys. Anytime the PCs encounter cultists, there is a 2 in 6 chance that one of the cultists has a key. Anytime the PCs encounter a locked door, there is a 2 in 6 chance that a key that they have found will open that door, so long as that key has not been matched up with another door. If a key opens a door, then that’s the only door it can open. If you’re feeling generous, there is a 1 in 6 chance that a key is a Master-Key that opens all locks."
-- Praise the Fallen, pg. 2.
The reason I love this is that it adds a little excitement for everyone. I love not knowing what's going to happen next even though I wrote the damn thing. Let the players roll to see if a key fits a door/lock, this give them the illusion (at least) of having a little bit of control over the fate of the adventure. You can always place specific keys in specific places, but throw in a couple using the rules above, it adds a little suspense to the game.
To help individual Keys stand out, roll to see what it's made of.....Roll 1d12
To help individual Keys stand out, roll to see what it's made of.....Roll 1d12
1. Iron
2. Brass
3. Silver*
4. Steel
5. Bronze
6. Gold*
7. Bone
8. Platinum*
9. Copper*
10. Lead
11. Tin
12. Stone
*If the key is made of precious metal, it's safe to assume the key is worth 2d4 coins of that metal.
This is a very good rule. I think I've seen a variant where it automatically fits if the lock has a matching descriptor. So silver key opens silver lock, otherwise it's 2-in-6.
ReplyDeleteExcellent Olav, I love it.
DeleteI kind of love the "key hunting" aspect of the Zelda games.
ReplyDeleteOnce you have the key to a room, you can also lock it behind you, potentially creating a safe region within the dungeon.
Though I've never been much of a video-gamer (I think I played Zelda a couple of times) your point's well taken. If you establish keys as a regular or even semi-regular aspect of your games, players will be eager to find them, if only to control a tiny portion of the dungeon. Multiple keys create multiple safe havens, less need to "go back to town."
Delete