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Do you pull the chain?

Do you pull the chain?

  • Yes

    Votes: 144 79.6%
  • No

    Votes: 16 8.8%
  • Other

    Votes: 21 11.6%

It depends on the adventure I'm playing.

Homebrewed by someone in my regular gaming group or an adventure produced by WotC: Yes. Chances are, even if it was a bad decision, we should be able to get out of whatever trouble was caused by pulling the chain, and have fun in the process!

Homebrewed by someone who is not in my regular gaming group, or an adventure produced by TSR or Paizo: No. The chance of it triggering a deathtrap or something that could easily lead to a TPK is an unknown quantity. I wouldn't risk it.
 

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If there is a lever, a trigger, or some other triggering device, I will pull it. My brother, who plays the same way as I do (generally), would do the same.

Even if that lever was a trap. Even if it said "hey, this is a trap", we will find some way/reason/excuse to pull it.

I am glad I've never had a chance to play the tomb of horrors. I have a feeling it would not go well for me. :)
 

pawsplay said:
Secret door. Obvious chain. Conclusion: chain is a bug zapper.
This is what I would think, too.

I answered "Other" -- the chain would get pulled, but it would be with a rope or a summoned creature or something else like that. I would not want a PC/NPC to pull the chain.

For me, as a DM, I want the PCs to explore. And that includes opening doors, pulling chains, pushing buttons, and going down stairs. But that doesn't mean nothing is ever trapped. And it doesn’t mean that PCs should just screw around with any and everything they come to without worry or caution.

To me, as a DM, the best experience with a trap is when the PCs/Players figure out there is probably a trap present, deduce where and how to look for it, actually find it, realize how dangerous, troublesome, or deadly it would have been if sprung, and then circumvent it. That is fun.

The second best experience with a trap is when the PCs/Players fall for the trap, but they survive. They then mentally kick themselves for falling for it, and they see how they could have avoided it. That is funny.

The worst experience with a trap is when the PCs/Players blindly fall for the trap, one or more PCs die to it, and then they don't realize/learn anything from the experience, and they just move on still incautiously. That is disappointing.

I love it when the PCs see something, or are about to do something, and one of them says, "Wait a minute. There's something wrong about this." That moment is wonderful to me as a DM with a trap. It gets even better when, a few minutes later, after investigating, someone says, “Holy crap! It’s a good thing we didn’t set that off.”

I don't want the PCs/Players to be paranoid about every door they come to. Paranoia in PCs/Players isn't fun for me as a DM. But I do want PCs/Players to be alert. Logical caution in PCs/Players is fun for me as a DM. Inspecting every mundane door in the dungeon isn’t fun adventure. Inspecting the secret door to the BBEG’s treasure room is wise.

For instance: secret door, obvious chain. I would think such a set up just screamed, "Trap!" There is something wrong about this scene.

As a Player, yes, I'd want to know what happens when that chain is pulled. As a DM, yes, I'd want either for the chain to get pulled, or for the PCs to discover another way what happens when the chain is pulled.

As a Player, it would seem weird if when we pulled the obvious chain, the secret door opened. If that happened, I’d become paranoid that we’re being set up for something. If we then went through the door, collected the open treasure, and went home safely, I’d be left thinking, “That was the dumbest secret door ever.”

If when we pulled the chain, something else happened that wasn’t bad, I’d just shrug and keep going.

If pulling the chain zapped the puller, I’d go, “Aha! See? I told you.”

I’m really surprised at the poll results. Most people here would just pull the chain. (Only a few would pull it with precautions/protections.)

It’s interesting to match this poll with this one:
http://www.enworld.org/forum/general-rpg-discussion/172293-fair-your-personal-opinion.html

It seems that most people would pull the chain/lever, and then declare a resulting death as unfair.

Bullgrit
 

For discussion in a different direction, let's say pulling the chain does not zap the puller (like in the other thread/poll).

What do you think would happen when the chain is pulled? What would you consider a legitimate result of pulling the chain in this set up? This is a question mostly for those who would pull the chain without precautions. If not a bad result to the puller, what result? Should it open the secret door?

Bullgrit
 

1253637561-admiral_ackbar.jpg

Sorry it had to be done.
What do you think would happen when the chain is pulled? What would you consider a legitimate result of pulling the chain in this set up? This is a question mostly for those who would pull the chain without precautions. If not a bad result to the puller, what result? Should it open the secret door?

Bullgrit
There is no possible good that could happen from pulling the chain. It's obviously attached to the keystone holding up the entire dungeon. No matter who pulls on the chain, everyone still in the dungeon is squashed.
 

1253637561-admiral_ackbar.jpg

Sorry it had to be done.

There is no possible good that could happen from pulling the chain. It's obviously attached to the keystone holding up the entire dungeon. No matter who pulls on the chain, everyone still in the dungeon is squashed.

Then obviously you should have pulled the chain immediately upon entering the dungeon. All the XP for killing everything in the dungeon would more than counterbalance the loss from the inevitable resurrection.

Anyway, I'd find a way to pull the chain. Even if it were marked "Danger: Do Not Pull!" or "Trap Activation Chain", I'd still pull it. The only difference between my characters would be if I'd wait for the rogue to check for traps before pulling it. I've played several characters that would immediately tell the DM "I pull it" on hearing it in the flavor text, before he even finishes the describing the room.
 


I voted yes without even reading the first post. Ofc you pull the chain, it's there, you have to. Why has the GM put it there if not to be pulled? A test for the unwary? Test for the dull, more like.

Imo, rpgs are not a test to determine the 'superior' and 'inferior' player. They are entertainment.
 

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