AbdulAlhazred
Legend
But, as I noted above, it isn't the CONCEPT of "a trap" that is bad. If you watch 'Raiders of the Lost Ark' the opening scenario is a famous trap sequence that is clearly very successful. Each trap serves a clear purpose. The first ones foreshadow, you see a dead guy or two, slain by traps. Next Indiana overcomes a couple of fairly straightforward traps, which serves basically as character building (we see what a daring do whip-wielding guy he is). Finally the 'big trap' springs and escalates the action to a frantic escape! The previous traps now do double duty as suspense heighteners, can Indy and Co avoid them while escaping pell mell from the giant boulder. This is all great stuff.Because my initial reaction is summed up by "Put FrogReaver on the never game with list."
Essentially, unless you're foreshadowing the traps heavily, it's a situation that I'm shocked to find someone seriously considering as fun.
Traps as occasional spig for color or a dash for spice? Sure.
As the meat of the module? Idiocy.
Traps are the worst possible kind of thing for player agency - they're almost always roll-to-avoid, and as run by most GM's either noticed or not with semi-blind rolls. It turd the dungeon into a push-your-luck experience. Which is precisely what I didn't like about many D&D modules.
The typical modern "haha, you failed Perception, take 12 damage from the poison dart and make a save." kind of BS we get today is just utterly lame and sad. So if you fill your dungeon with the former, GREAT! If you fill it with the latter, BOO! Clearly the rules in modern D&D surrounding 'traps' (as a generic term) are flawed... I believe a narrative type of game can handle traps quite well. All the functions I mentioned above are pretty straightforward.