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<blockquote data-quote="payn" data-source="post: 9745992" data-attributes="member: 90374"><p>It almost needs to be a focus of the adventure/campaign. I know it was always odd in my PF1 days running into random traps. It was always detect/disarm or get whacked rolls. There wasnt much interesting about them. Eat some resources, rinse and repeat. So, yeah if its like the above, I can definitely skip traps.</p><p></p><p>Now, in the Mummy Mask AP, the first chapter is basically the PCs being allowed to raid a formerly closed off necropolis. It made sense for it to be full of traps. Some of them, even had some beautiful interaction for the entire party to engage. I know it might seem counter intuitive to expect traps, but it seemed to be more fun that way.</p><p></p><p>Another PF1 goodie was haunts (which were pretty divisive). A haunt was usually some psychotic energy left over from a terrible event. For example, a house may have burned down ages ago with a family inside. If the PCs spidey sense dont go off they fall victim of a choking trap that manifest from the haunt. The PC must survive and then disable the haunt. You can permanently put the a hunt to rest by giving a peacful end to the conditions which are custom to the haunt. In this example taking some left over bones from the family members and running them through a nearby stream and then burying them. You find this out by using a spirit planchette (oujia board). A lot of players didnt want this level of interaction at all. They wanted a perception roll to spot, a will save to not get hit by it, and then a disable roll to end it. Thus making haunts just like traps had become...</p><p></p><p>Anyways, long story short, I think making traps part of the adventure with interesting interaction is key. A lot of old school skill play was built around this as it was all about encountering dungeon monsters and traps. Thus, its expected all the time.</p></blockquote><p></p>
[QUOTE="payn, post: 9745992, member: 90374"] It almost needs to be a focus of the adventure/campaign. I know it was always odd in my PF1 days running into random traps. It was always detect/disarm or get whacked rolls. There wasnt much interesting about them. Eat some resources, rinse and repeat. So, yeah if its like the above, I can definitely skip traps. Now, in the Mummy Mask AP, the first chapter is basically the PCs being allowed to raid a formerly closed off necropolis. It made sense for it to be full of traps. Some of them, even had some beautiful interaction for the entire party to engage. I know it might seem counter intuitive to expect traps, but it seemed to be more fun that way. Another PF1 goodie was haunts (which were pretty divisive). A haunt was usually some psychotic energy left over from a terrible event. For example, a house may have burned down ages ago with a family inside. If the PCs spidey sense dont go off they fall victim of a choking trap that manifest from the haunt. The PC must survive and then disable the haunt. You can permanently put the a hunt to rest by giving a peacful end to the conditions which are custom to the haunt. In this example taking some left over bones from the family members and running them through a nearby stream and then burying them. You find this out by using a spirit planchette (oujia board). A lot of players didnt want this level of interaction at all. They wanted a perception roll to spot, a will save to not get hit by it, and then a disable roll to end it. Thus making haunts just like traps had become... Anyways, long story short, I think making traps part of the adventure with interesting interaction is key. A lot of old school skill play was built around this as it was all about encountering dungeon monsters and traps. Thus, its expected all the time. [/QUOTE]
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