Empirate
First Post
Cavall, to be honest I believe you totally missed the OP's point. He's not trying to "keep a way to screw over" his PCs. He's trying to improve the flow of the game, which is currently bogged down, not by "ingenuity and planning", but by irrational and uncalled-for paranoia and rolling of checks on every single square of terrain. The OP's statement "I've never been the kind of DM who lobs a TPK at them whenever they let their guard down" makes that very clear.
I really think Jack Simth nailed it in his response. You either go about it out of game (which seems to pose some problems), or in game - for which there are several solutions. Not using hidden stuff at all unless clear hints are provided seems a good and fair way of going about it - especially paired with time-sensitive missions.
You could even make it really obvious, such as in a fairy tale-like way. An important NPC could give them their mission and say:
"The whole of the Caverns of Short Time will look horribly dangerous to you, but that is a magical effect to make you waste time! Don't fall for it!"
Then put them under severe time pressure in the Caverns, and make sure there are no hidden things to kill them. Should bring the point across.
After such an adventure, make sure to always provide clear hints on the presence or absence of traps. It's OK to be careful if you have good reason - but it's also OK to rely on your gut feeling that there is no danger when nothing hints at it. Remember, it takes only one nasty attack out of the blue to make your players paranoid again, if it comes too soon.
I really think Jack Simth nailed it in his response. You either go about it out of game (which seems to pose some problems), or in game - for which there are several solutions. Not using hidden stuff at all unless clear hints are provided seems a good and fair way of going about it - especially paired with time-sensitive missions.
You could even make it really obvious, such as in a fairy tale-like way. An important NPC could give them their mission and say:
"The whole of the Caverns of Short Time will look horribly dangerous to you, but that is a magical effect to make you waste time! Don't fall for it!"
Then put them under severe time pressure in the Caverns, and make sure there are no hidden things to kill them. Should bring the point across.
After such an adventure, make sure to always provide clear hints on the presence or absence of traps. It's OK to be careful if you have good reason - but it's also OK to rely on your gut feeling that there is no danger when nothing hints at it. Remember, it takes only one nasty attack out of the blue to make your players paranoid again, if it comes too soon.