Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Building a dungeon that Meta-games
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanliss" data-source="post: 7120582" data-attributes="member: 6801219"><p>By "Meta-game" I mean a few key things that are usually considered metagaming. Planning ahead based on the players powers, attacking specific characters first, without any obvious sign of who they are (How do you tell the difference between the Paladin and Cleric?The dungeon has seen the difference. It knows who heals better, and it will target them.), and possibly putting an obstacle or two in their path that is damn near impossible for their skill set. </p><p></p><p>For example, a party with no thief, or otherwise designated-trap-person. Lay a whole floor full of deadly traps, and watch the party throw themselves against it. They pull out to rest? Move the traps up to the floor above that, but leave it looking exactly the same. Move triggers to traps, meaning that different tiles are safe now, while previously safe ones will trigger it. Remove the traps entirely, and watch them waste their time checking the whole floor over again, believing that it has reset. </p><p></p><p>Make traps for specific party members. Wizard has feather fall? Make a trap that triggers when a spell is cast above it, at which point it opens into a pit. The catch? Immediately below the door is an anti-magic Zone. Barbarian is strong man? Place two traps in positions where they are likely to trigger at the same time. Both of them require a great deal of strength to open, meaning he must choose one of his party members while the other suffers, and potentially dies depending on the trap. The kind of planned rooms that you probably can't get away with without your players calling BS.</p><p></p><p>One of my players likes climbing things. Constantly, he climbs something and jumps off like he is playing Assassin's Creed. This Dungeon would place traps that activated when he climbed on conveniently placed decorations. Maybe one that launches him straight up 20-30 feet, at which point all but one right within his reach pull into the walls (maybe make it look a little rusted or something. That would be a clue, since everything else in the dungeon is clean). The catch? That one is also trapped, and does the same thing. Now he faces 60 feet of fall damage.</p><p></p><p>I realize as I am writing this that it is coming off as adversarial style, but I am honestly just thinking of possibilities and examples. Not sure if I would actually do something like these specific traps.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7120582, member: 6801219"] By "Meta-game" I mean a few key things that are usually considered metagaming. Planning ahead based on the players powers, attacking specific characters first, without any obvious sign of who they are (How do you tell the difference between the Paladin and Cleric?The dungeon has seen the difference. It knows who heals better, and it will target them.), and possibly putting an obstacle or two in their path that is damn near impossible for their skill set. For example, a party with no thief, or otherwise designated-trap-person. Lay a whole floor full of deadly traps, and watch the party throw themselves against it. They pull out to rest? Move the traps up to the floor above that, but leave it looking exactly the same. Move triggers to traps, meaning that different tiles are safe now, while previously safe ones will trigger it. Remove the traps entirely, and watch them waste their time checking the whole floor over again, believing that it has reset. Make traps for specific party members. Wizard has feather fall? Make a trap that triggers when a spell is cast above it, at which point it opens into a pit. The catch? Immediately below the door is an anti-magic Zone. Barbarian is strong man? Place two traps in positions where they are likely to trigger at the same time. Both of them require a great deal of strength to open, meaning he must choose one of his party members while the other suffers, and potentially dies depending on the trap. The kind of planned rooms that you probably can't get away with without your players calling BS. One of my players likes climbing things. Constantly, he climbs something and jumps off like he is playing Assassin's Creed. This Dungeon would place traps that activated when he climbed on conveniently placed decorations. Maybe one that launches him straight up 20-30 feet, at which point all but one right within his reach pull into the walls (maybe make it look a little rusted or something. That would be a clue, since everything else in the dungeon is clean). The catch? That one is also trapped, and does the same thing. Now he faces 60 feet of fall damage. I realize as I am writing this that it is coming off as adversarial style, but I am honestly just thinking of possibilities and examples. Not sure if I would actually do something like these specific traps. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Building a dungeon that Meta-games
Top