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Traps, Agency, and Telegraphing Dangers
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<blockquote data-quote="pointofyou" data-source="post: 9094057" data-attributes="member: 7037848"><p>I feel as though traps that don't make sense are a waste of time or gotchas. Since I feel as though traps almost never make sense as deployed in adventures I tend to feel as though most traps are a waste of time or gotchas. With a little more objectivity than that I'd say that which traps are gotchas or wastes of time will probably differ player-to-player and table-to-table.</p><p></p><p>I think you can telegraph or signpost that there are traps in a place without flashing "TRAP HERE" neon signs with arrows pointing to where the traps are. Tell them the Maguffin is protected by the nastiest traps the builders of the place where it sits could devise. If they get careless and spring a lethal trap there's a decent argument that's a choice that matters.</p></blockquote><p></p>
[QUOTE="pointofyou, post: 9094057, member: 7037848"] I feel as though traps that don't make sense are a waste of time or gotchas. Since I feel as though traps almost never make sense as deployed in adventures I tend to feel as though most traps are a waste of time or gotchas. With a little more objectivity than that I'd say that which traps are gotchas or wastes of time will probably differ player-to-player and table-to-table. I think you can telegraph or signpost that there are traps in a place without flashing "TRAP HERE" neon signs with arrows pointing to where the traps are. Tell them the Maguffin is protected by the nastiest traps the builders of the place where it sits could devise. If they get careless and spring a lethal trap there's a decent argument that's a choice that matters. [/QUOTE]
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