FrancisL wrote:
I don't have a problem keys in an adventure. What I meant, although it didn't come across as it, is don't have a location where you have the key sitting in plain sight. Something like a locked box where you need to solve some sort of puzzle in order to be able to open it to reveal the key is a lot more satisfying.
Ahh, but I'm saying it
is OK to have the keys in plain sight, provided you add a twist!
For example, you might use the key and discover the door is booby-trapped, sending you down a trapdoor. Or that the key is for a different door, later in the game. If you haven't given them any other keys up to that point, then the trick for the player is to realise that the key is a red herring (for this particular door) and that it needs to be opened some other way, like forcing the hinges.
I especially like it when an obvious solution is tried and rebuffed in a humorous manner e.g. "There is a medium-sized spider sat in it's web on the wall nearby. It watches with interest as you rattle the key unsuccessfully in the lock. It glances over at you, and it's expression appears to be silently mocking you for seriously thinking that it would be as simple as that. After a few more moments of staring, it appears to snort in contempt and mutters something scornful about your adventuring qualifications under it's breath before scuttling away.".
Using classic puzzle scenarios is a good way of settling the player in and can help to get them comfortable with the game, before you chuck the hardest stuff at them!
I don't think it can be stressed enough that it's vitally important that the earliest moves draw the player into the story, and provide them with some early successes so they are hooked enough to persevere when things get tougher ...
Sam.