fireinthedust
Explorer
I'm embarrassed to say that, even after all these years, I am a failure when it comes to designing the death traps and dungeons my players go through. Routinely, every one runs into the same problem, for whatever reason, by the time the heroes get to the end:
They keep surviving them.
Worst of all, my players enjoy the experience, every. single. time. They've laughed their way through innumerable sessions and come back demanding more. More! More! Of all things more!
The better I get at GMing, the worse I seem to be at making my players cry. Why, an eight year old is better at designing an efficient player-killing machine than I seem to be: I used to be able to draw corridors filled with rotating saw blades, spring-loaded spiked walls, and curling water slides lines with shark-fin-shaped blades. Now, however, I can only think of riddles or trapped boxes or locked doors.
I can only look at my copy of Grimtooth's and hang my head in shame, knowing somehow I've disappointed the dungeon masters of old.
They keep surviving them.
Worst of all, my players enjoy the experience, every. single. time. They've laughed their way through innumerable sessions and come back demanding more. More! More! Of all things more!
The better I get at GMing, the worse I seem to be at making my players cry. Why, an eight year old is better at designing an efficient player-killing machine than I seem to be: I used to be able to draw corridors filled with rotating saw blades, spring-loaded spiked walls, and curling water slides lines with shark-fin-shaped blades. Now, however, I can only think of riddles or trapped boxes or locked doors.
I can only look at my copy of Grimtooth's and hang my head in shame, knowing somehow I've disappointed the dungeon masters of old.