Malrex
So ... slow work day? Every day?
I've been thinking about traps recently. Traps should be exciting...in fact, I enjoy watching tomb raider type movies because I enjoy watching the characters deal with the traps. I also like seeing those old trap books that have pictures depicting what's happening. But with complicated traps is also the 'trap' of writing too much about the trap and clogging up things if its too complicated.
This got me thinking about the classic pit trap in a corridor and the discussion of how it slows down play. I got in a discussion about it with someone, who basically said--wouldn't the corridor and hallways be areas where you would place traps? Wouldn't you want to protect your lair as best you can?"
And sure...yes...that makes sense, and I like things to make some sense....but the gameplay does slow to a crawl when PCs get over-cautious.
And some areas make sense to have some corridor traps. For example, in Vermilion, I got a thieves' hideout with a 'challenge' area for new thieves. So, I made it pretty obvious in the beginning that this particular area probably has traps. Sign the book if you want to be a challenger...etc. But I found myself still trying to write something for interest for the players in those corridor area traps. Because interaction is key and they should have a chance to dismantle it? right? It feels like a cheap-shot to just say you are walking along and fall into a trap without a chance to interact. But...is it? Like wandering encounters, traps can be used to whittle away resources...sometimes PCs can just have bad luck? But yeah--the slowing down the game part is a consequence...hmm.
So I guess corridor traps would be ok--if the area is keyed with a description so that there is a possibility for interaction (even though reading a description while they are in a hallways is sorta a dead giveaway that there will either be a trap, trick, or encounter). Is that something people agree on? Somewhat like a Wandering Encounter table--they are much better when the monster is actually doing something rather than a DM just rolling up 6 orcs and say 6 orcs come around the corner and attack. So since a trap in a corridor can't be doing anything--there should be some sort of description of the area to give that interaction.
Or, maybe random corridor traps are ok and can be hand-waved if characters are carrying a 10' pole or other pre-cautionary gear? This would force them to carry (encumbrance) that stuff in order to hand-wave corridor traps, and make choices (do I ditch this gear for more loot?). Or maybe if the party has a thief in the party, they can just roll their find/remove trap automatically if coming upon a undescribed area that has a pit trap...then if successful, could be like a 6th sense and they could warn the party then they could roll another find/remove trap?
Sorta rambling, but I did want to ask--what were some your favorite traps, either that you created or read about?
This got me thinking about the classic pit trap in a corridor and the discussion of how it slows down play. I got in a discussion about it with someone, who basically said--wouldn't the corridor and hallways be areas where you would place traps? Wouldn't you want to protect your lair as best you can?"
And sure...yes...that makes sense, and I like things to make some sense....but the gameplay does slow to a crawl when PCs get over-cautious.
And some areas make sense to have some corridor traps. For example, in Vermilion, I got a thieves' hideout with a 'challenge' area for new thieves. So, I made it pretty obvious in the beginning that this particular area probably has traps. Sign the book if you want to be a challenger...etc. But I found myself still trying to write something for interest for the players in those corridor area traps. Because interaction is key and they should have a chance to dismantle it? right? It feels like a cheap-shot to just say you are walking along and fall into a trap without a chance to interact. But...is it? Like wandering encounters, traps can be used to whittle away resources...sometimes PCs can just have bad luck? But yeah--the slowing down the game part is a consequence...hmm.
So I guess corridor traps would be ok--if the area is keyed with a description so that there is a possibility for interaction (even though reading a description while they are in a hallways is sorta a dead giveaway that there will either be a trap, trick, or encounter). Is that something people agree on? Somewhat like a Wandering Encounter table--they are much better when the monster is actually doing something rather than a DM just rolling up 6 orcs and say 6 orcs come around the corner and attack. So since a trap in a corridor can't be doing anything--there should be some sort of description of the area to give that interaction.
Or, maybe random corridor traps are ok and can be hand-waved if characters are carrying a 10' pole or other pre-cautionary gear? This would force them to carry (encumbrance) that stuff in order to hand-wave corridor traps, and make choices (do I ditch this gear for more loot?). Or maybe if the party has a thief in the party, they can just roll their find/remove trap automatically if coming upon a undescribed area that has a pit trap...then if successful, could be like a 6th sense and they could warn the party then they could roll another find/remove trap?
Sorta rambling, but I did want to ask--what were some your favorite traps, either that you created or read about?