overgeeked
Open-World Sandbox
Those are contradictory. If the referee telegraphs traps, there's no need for the PCs to be on the lookout. They never have to lookout because there's nothing to lookout for. The referee simply tells them.I agree that players should be on the lookout for traps and be descriptive, but I also think that the GM/adventure should telegraph traps through description.
Players describing how they're spending time looking for traps is "the 10-foot pole playstyle".I believe that Ben Milton, for example, even advocates for automatically revealing a trap if the players are spending time looking for one in a scene. But for him, the game of finding a trap is not as interesting as the game of dealing with a trap.
I don't particularly see value in the 10-foot-pole playstyle.
That's literally what I'm talking about. If the players spend time describing their PCs looking for traps, I simply tell them. No roll required. Description trumps rolls. If they never describe looking for traps, they are never looking for traps. Just like if they never describe opening a door, they never open the door.
No. Nor do I require the players repeatedly tell me they're walking or riding or any other "perpetual" action that is regularly repeated until stopped. If they say, "We're tapping the floor with a 10-foot pole" then they're doing that until they either find something or say they stop. If I'm not sure, I'll check with them. But if that's all they ever say, then they'll miss anything not easily discovered by tapping a 10-foot pole.Do you require the players to narrate that for every hallway and room?
To me the very heart of RPGs is the conversation between the players and the referee where the players interrogate the environment around them. Skipping that is skipping over the game itself.