The only risk to this is players catch on pretty fast, they’re not stupid. It makes the world feel more silly or videogame-y, which can be fine, but it’s a design choice. For more realistic games or settings, it’s better for things to be as they are, the players uncover what was already there (or not).
Another core philosophy is to paint with a broad stroke, and to leave holes.
If a player is looking at an object and thinks “this should do something”, they’re right.
I only gave one example of something that might go wrong. Here are a few more:
The door wasn’t trapped, but your suspicious behavior drew attention
The door was trapped, but there is no immediate indication of what it does when you trip it
The door is a normal door but you realize it’s not the one you were looking for
The door was trapped, it grabs onto your hand and screams
The door wasn’t trapped, but in your investigation, you accidentally jam the mechanism
The door was trapped. You open your eyes and the sun is on the other side of the sky
The door wasn’t trapped, but you find that the lock is suspiciously intricate for what was supposed to be on the other side and will take tools and time that you don’t have in order to open it
The door was trapped, but not in a way that you noticed, and also without your notice, it now leads to a different place
The door wasn’t trapped, but in your intense concentration, you didn’t notice your pocket being picked. Choose one item that would suck to lose
All of these lead to more interesting story and play, and most importantly, bring the players into what was always meant to be collaborative storytelling.
Throw out the book. Nothing is meant to be anything, unless it is interesting and engaging.
There’s nothing more boring than “yep, nothing there” or “haha sucker, that’ll teach you for not rolling on every single door and cobblestone”.
The only risk to this is players catch on pretty fast, they’re not stupid. It makes the world feel more silly or videogame-y, which can be fine, but it’s a design choice. For more realistic games or settings, it’s better for things to be as they are, the players uncover what was already there (or not).
Another core philosophy is to paint with a broad stroke, and to leave holes.
If a player is looking at an object and thinks “this should do something”, they’re right.
I only gave one example of something that might go wrong. Here are a few more:
All of these lead to more interesting story and play, and most importantly, bring the players into what was always meant to be collaborative storytelling.
Throw out the book. Nothing is meant to be anything, unless it is interesting and engaging.
There’s nothing more boring than “yep, nothing there” or “haha sucker, that’ll teach you for not rolling on every single door and cobblestone”.