Shardstone
Hero
I have a seperate classification then the two types you bring up. I have traps as Atmosphere and traps as Thinking Games.Spinning off from another thread because I think it deserves its own topic:
What are traps for -- specifically, traps in the dungeon? Why are they there from a gameplay standpoint? What play purpose do they serve? And given all that, how do you implement them?
For me, there are 2 kinds of traps: attrition traps, and puzzle traps. Attrition traps are things like spiked pits and poison needles and crossbows behind the door. They are there for the same reason "easy" fights are there: to whittle down the resources of the PCs so the player shave to make meaningful choices about how much farther to push to reach their goal or collect some treasure or whatever. And while I try and make sure these sorts of traps make sense in the context of the dungeon at hand, I don't overly worry about "why haven't the wandering monsters tripped this yet?"
Puzzle traps are full encounters, with multiple stages of both danger and disarming: the room slowly filling with poison gas after the doors lock, the descending spiked ceiling with no apparent way out, the room with oscillating reverse gravity and arcing lightning bolts, etc... These usually occur in weird places with a funhouse quality and I either do not worry about how they got there, or I come up with some completely bonkers justification.
What purpose do traps serve in your games? How do you implement them? How do you feel about traps as a player?
By Atmosphere, this is all the random little traps I'll throw into a game that get instantly triggered or are found and have to be avoided etc. These aren't really that much of a threat but with some creative description, they become fun little set pieces that introduce environmental storytelling and also make exploration a little more exciting.
By Thinking Games, I mean traps become tense moments in the story where the players have to try and think their way out. it doesn't matter if they use ability checks to do this or not, because I still make them describe what they're logically trying to do. This gives people the dopamine hit of having solved a problem, and doesn't feel as cheap as a low-stakes combat encounter.
Overall, traps aren't that serious in my eyes. I find it best to use traps casually, like spice when cooking.