So post Gen Con analysis of the House of the Red Doors begins. I am happy about many parts of the adventure. I love the story and the fact that a successful conclusion requires paying attention and solving puzzles. There's certainly times for dice rolling, but in most cases they do not revolve around combat. A player can find enough fighting to get their fill, but will their PC survive? (Spoiler it's not likely.) I'm also happy with the overall vibe. It's untethered and not narratively linear. The parts don't have to make sense as in a "real world" dungeon. The encounters take place in an otherworld or dreamland. The inhabitants are likewise unchained from reality. This is a great freedom in the design. The endings all have several solutions. That was a conscience design choice. Picking the right solution is the main objective. Puzzles do not have to be death traps with a single linear solution. Like your dungeons, they too can provide more avenues for...