Tricks and Traps?

nedjer

Adventurer
Always on the lookout for a blog topic I took a lead from Celebrim's recent post in here. The section on challenges seemed worth further developing, but it was something else that caught my eye when checking out current use of 'traps'. While traps are commonly discussed, included in rules, blogged about and used, there seems to be much less use of/ interest in tricks.

There were spike traps and rolling boulder shutes everywhere I went; but not a Trojan Horse or an Emperor's New Clothes in sight. This seems a real loss to me in terms of gameplay, as a trick, (or a trick and a trap), have a lot to offer compared to simple mechanical traps. Not least in the area of setting plot-related challenges.

So, am I getting false memories about a time when it was always 'tricks and traps' rather than 'traps'; or are they still in favour and use?



Damn! How do I change the misspelt title before this spirals off into the land of torphies?
 
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I'm not familiar with the Trojan Horse tricks nor am I familiar with The Emperor's Clothes style of tricks and traps in reference to RPGs.

The kind of traps I come across most often are the usual pit spike traps with either poison or a monster in it, or the trip wire that activates a spear or arrow trap. Sometimes usually a magic trap that summons a monster.

Of course I'm also used to the traps in DDO.
 
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I'm not familiar with the Trojan Horse tricks nor am I familiar with The Emperor's Clothes style of tricks and traps in reference to RPGs.

The kind of traps I come across most often are the usual pit spike traps with either poison or a monster in it, the trip wire. Sometimes usually a magic trap that summons a monster.

Of course I'm also used to the traps in DDO.

Got to go out but I'll post a few examples later :)
 

I'm not familiar with the Trojan Horse tricks nor am I familiar with The Emperor's Clothes style of tricks and traps in reference to RPGs.

The kind of traps I come across most often are the usual pit spike traps with either poison or a monster in it, the trip wire. Sometimes usually a magic trap that summons a monster.

Of course I'm also used to the traps in DDO.

Tricks are dungeon features that play games with the minds of players. Their purpose can be harmless fun or they can have serious and deadly consequences for those that get caught by them.

-A room that instantly teleports someone to an identical room.

- magic mouths that get triggered to say something at a very inconvenient time/place.

- illusory sights & sounds that might be harmless but lead those investigating them into real possible danger.

Tricks are the wacky/ bizzarre kind of stuff that doesn't fit well with the "challenge" meme of today's adventures. The typical trick doesn't present itself as an adventure obstacle in the traditional sense. It is more of an environmental feature designed to keep players on their toes.
 


I've seen some tricks in 4e stuff, though less so than in 1e/2d products. (I'd say that tricks fell into a certain level of disuse in 3e.)

Interestingly, however, the newer 4e stuff seems to have more tricks in it than earlier stuff did; Mouseferatu's excellent Tomb of Horrors has more tricks than I've seen in an adventure for a long time. And they are great.

I would note that a lot of fantastic terrain (or even just interesting terrain!), as well as some skill challenges, are also what I would consider to be "tricks" in the classic sense.
 

I've seen some tricks in 4e stuff, though less so than in 1e/2d products. (I'd say that tricks fell into a certain level of disuse in 3e.)

Interestingly, however, the newer 4e stuff seems to have more tricks in it than earlier stuff did; Mouseferatu's excellent Tomb of Horrors has more tricks than I've seen in an adventure for a long time. And they are great.

I would note that a lot of fantastic terrain (or even just interesting terrain!), as well as some skill challenges, are also what I would consider to be "tricks" in the classic sense.

That's my impression as well. ToH has a bunch of cool ideas. I think it has taken 4e designers a while to get used to the freedom of exception based designs and how that can work with old school gotchas. The mimmic, for example, shouldn't ever be a monster you fight as part of an encounter. It should be something you deal with in an inventive way.
 

An 'Emperor's New Clothes' I've run a few times. The players are after the relics, so they could leave safely at almost any time. For whatever reasons they've always headed for the demon at double speed:

PCs are encouraged to seek out the legendary relics of the valiant warrior-priest and saint Ogstag Hardlife. Saint Ogstag lived for many years and sagas tell of how his weapons, armour and reliquaries protected him from demons and dragons.


The PCs find the whole lot, including Ogstag's mace, holy censer, shield and chainmail. The items are scratched and slightly battered, but functional and of excellent quality. The finds glow white in the dark when anyone of 'good character' puts one on and it's possible to detect magic in all of them. If one PC puts all the items on at the same time a white halo appears over the character.


The party don't get much chance to find out more as they're interrupted by a group of weak opponents. If the items are in use by, near or held by a PC/ s the new arrivals express fear and concern before backing off. The players then come across a powerful enemy with strong support. However, the support wilts away making the single opponent vulnerable. Players are then offered a choice between a quick route to the demon's lair or an alternative route.


Upon reaching the demon's lair the PCs are confronted by a demon that initially backs off from anyone wearing the relics, before starting to laugh. It then attacks, taking advantage of the players' decision to set aside some of their own magic weaponry for cheap lighting effects. As the fight continues the demon pauses to taunt the PC/ s, 'it took me years to trick Ogstag into wearing that useless (+0) armour. Guess he wasn't the only fool around.'


Survivors don't lose out completely, as there are temples that'll pay plenty for the relics' reputation and 'detect good' power.
 


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