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Design & Development: Traps is up!
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<blockquote data-quote="JohnSnow" data-source="post: 3970931" data-attributes="member: 32164"><p>I actually avoided the crushing room because it's, in my opinion, the weakest of the traps in the Indy movies. That said, it's a lot cooler than most of the traps in D&D.</p><p></p><p>People might talk about what makes for better movies not necessarily making for better games, and that's partially true. However, sometimes what makes for better games is figuring out how to make the scenes play <em>more</em> like movies. Not like a movie, just more like one. Exciting beats boring. A triggered trap beats waiting for one to go off, and so forth.</p><p></p><p>That's not to say that you can't have tense moments disarming traps, but even when you fail, it seems to me it would be better if MOST traps didn't kill or injure you right away. Kinda like the whole idea of Save or Die spells...rounds where you can take action to avoid the worst are a good idea.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3970931, member: 32164"] I actually avoided the crushing room because it's, in my opinion, the weakest of the traps in the Indy movies. That said, it's a lot cooler than most of the traps in D&D. People might talk about what makes for better movies not necessarily making for better games, and that's partially true. However, sometimes what makes for better games is figuring out how to make the scenes play [i]more[/i] like movies. Not like a movie, just more like one. Exciting beats boring. A triggered trap beats waiting for one to go off, and so forth. That's not to say that you can't have tense moments disarming traps, but even when you fail, it seems to me it would be better if MOST traps didn't kill or injure you right away. Kinda like the whole idea of Save or Die spells...rounds where you can take action to avoid the worst are a good idea. [/QUOTE]
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