Rafa Poveda retweetledi

When id Software published Wolfenstein 3D (before my time), the way to find the secrets was to walk all around the level, bumping into every wall. When I joined id Software, John Romero told me that Doom would be different. One of the fundamental rules was that EVERY secret in Doom had to have a hint. The wall might have a different texture, or be offset. Or something.
Looking back, John didn't always follow his own rule, but I did. One of my favorite secrets was only visible on the minimap, where I hid an arrow pointing directly at the secret door. The arrow wasn't visible in the real world. You can see it below.
Partly because of John's rule, I feel that no trap in any game, even a tabletop roleplaying game like Call of Cthulhu or D&D, should just go POP! and surprise the players. There ought always be a clue. Maybe the deadly door handle is shaped like a cobra head. Maybe there is green liquid dripping from the chest's lock. Maybe the super valuable treasure is atop a glowing pedestal with no obvious wards or barriers (I've used this one a lot).

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