Really? I wasn't aware an adventurer can pick locks? Of course, that might be the [CAN_OPEN_DOORS] tag that allows creatures to walk through doors...
You've got two options when you meet a door: Bash it down or pick the lock. Both are automatic successes since there's no implementation of lockpicking or forcing objects. Adventure mode is fairly barren right now.
Go into the init and set [ADVENTURE_TRAPS:YES] or something like that. They're off by default, but when you turn them on they function as normal. They're currently off, because weapon traps tend to be one-hit kill. But, some pressure plates and such would work fantastic because those don't have to be instantly fatal.
That should be a must since pressure plates are so useful for big machines in-game. As for weapon traps: a friendly and nice DM could load in nothing but training axes and elven swords, but I've never met one.
Thanks for mentioning these modding tags by the way. I'm an absolute dunce when it comes to the raws.
Discussing this with someone else, we decided to make it score-based, which means becoming meta-game where the game is outside the game. Every dorfbuck counts for 1 point, so a microcline mug would be like 10 points, and an adamantine breastplate would score you several thousand. This lets you distribute points very specifically and with flavor. Gold mugs in the dining hall worth 5,000 combined points? Loose rock crafts in the peasant's rooms worth a combined 10,000 points? An un-built statue of the death of the mayor in the main hall worth 2,000 points? Use of art images, statues, figurines, and specific item types can encourage some realistically placed and environmentally rich dungeons.
That would be the system to use for the thread with people posting their results and tallying it up. Otherwise you're just exploring for fun since 'profit' in Adventure mode as it exists now can be had through selling pebbles. Incentive to explore would need to be multi-pronged, I feel, for the standards I'd want to set in dungeon making: offer up only the most visually interesting loot (strange artifacts and hilarious statues) and give the runner something cool to interact with while they're hunting. A water-park complete with lever-controlled waterslides, for instance, or a giant vault opened only with magma pistons. All of that forty goodness but with rewards to hunt down, and extra good if you can stash the really valuable stuff in places only a madman would try and go. Like the bottom of the ocean.
A dry-run would allow you to set up all of the reward dominos. Runesmith can only really steer critters into X room, right?
I'm following this thread...this makes me want to blow some of the dust off old AD&D or Pathfinder modules and recreate the dungeons in DF.
Recreating the Tomb of Terrors in DF would be highly appropriate for setting, but you'd need to mod in liches and all kinds of fancypants magical whatnot. I keep feeling like I should wait at least for the next release to really get into making dungeons (bunch of Adventure mode interactions are being added, sounds like) but it looks like Toady'll take a while yet.