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WIR S1 Tomb of Horrors [SPOILERS!! SPOILERS EVERYWHERE!!]
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<blockquote data-quote="Jhaelen" data-source="post: 5648812" data-attributes="member: 46713"><p>Really? I think that sums up what I HATE HATE HATE about classic adventure design: Players are turned into paranoid wrecks and gameplay turns into a crawl as they thoroughly investigate every mote of dust they come across.</p><p></p><p>It's the very anti-thesis of fun and of my idea of how adventurers should behave. Being careful is fine, but there's a point at which it's just too much. All it does is cause the players to develop an 'investigation routine' that takes care of every 'trap-scenario' they already encountered.</p><p></p><p>And THAT leads to a situation where the DM basically decides if the trap is triggered or not by deciding if it uses a trigger that is covered by the (well-known) 'investigation routine' or not. It's a stupid arms race against a DM that gets his kicks from screwing the players and cannot every be won by the players. yuck!</p><p></p><p>It doesn't even make sense: Why should someone take the effort to trap every single chest in a dungeon? That's utterly crazy! Traps are already a pretty inefficient (and often prohibitively expensive) method to 'secure' whatever is stored in a chest. Trapping every single chest is worse because it guarantees, that it won't surprise anyone.</p><p></p><p>Disclaimer: Yeah, I know that there are people who feel that this is not only fun but also exactly how D&D should be played but my preferences are quite different.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5648812, member: 46713"] Really? I think that sums up what I HATE HATE HATE about classic adventure design: Players are turned into paranoid wrecks and gameplay turns into a crawl as they thoroughly investigate every mote of dust they come across. It's the very anti-thesis of fun and of my idea of how adventurers should behave. Being careful is fine, but there's a point at which it's just too much. All it does is cause the players to develop an 'investigation routine' that takes care of every 'trap-scenario' they already encountered. And THAT leads to a situation where the DM basically decides if the trap is triggered or not by deciding if it uses a trigger that is covered by the (well-known) 'investigation routine' or not. It's a stupid arms race against a DM that gets his kicks from screwing the players and cannot every be won by the players. yuck! It doesn't even make sense: Why should someone take the effort to trap every single chest in a dungeon? That's utterly crazy! Traps are already a pretty inefficient (and often prohibitively expensive) method to 'secure' whatever is stored in a chest. Trapping every single chest is worse because it guarantees, that it won't surprise anyone. Disclaimer: Yeah, I know that there are people who feel that this is not only fun but also exactly how D&D should be played but my preferences are quite different. [/QUOTE]
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