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What Are Traps For?
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<blockquote data-quote="Quickleaf" data-source="post: 9277317" data-attributes="member: 20323"><p>Great answer. I love these kind of traps.</p><p></p><p>A trap-design maxim just occurred to me – <em>For every problem a trap creates for the players, it needs to solve a problem for the GM.</em> </p><p></p><p>I just realized this is one of the design precepts that I've been subconsciously trying to follow when I design traps. The idea is that traps often present challenges to the GM – How do I run a separated party? How do I make a containment trap interesting to the isolated player? How can I telegraph this high-damage trap in a way that gives a good hint without giving it away? How can I explain monster patrols moving through this dungeon with a trap right in the middle here?</p><p></p><p>Part of the trap design is weighing those GM-facing questions and trying to give <em>an </em>answer to smooth them over.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9277317, member: 20323"] Great answer. I love these kind of traps. A trap-design maxim just occurred to me – [I]For every problem a trap creates for the players, it needs to solve a problem for the GM.[/I] I just realized this is one of the design precepts that I've been subconsciously trying to follow when I design traps. The idea is that traps often present challenges to the GM – How do I run a separated party? How do I make a containment trap interesting to the isolated player? How can I telegraph this high-damage trap in a way that gives a good hint without giving it away? How can I explain monster patrols moving through this dungeon with a trap right in the middle here? Part of the trap design is weighing those GM-facing questions and trying to give [I]an [/I]answer to smooth them over. [/QUOTE]
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What Are Traps For?
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