Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Honoring Pit Traps
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 5681974" data-attributes="member: 4937"><p>Make sense? No, of course not. There is a reason why no real world culture has ever constructed complex elaborate traps. I frequently wonder just what sort of machines that you could build - regardless of your technology level - which you could balance on a knives edge just before failure and then leave them in a jungle or cave with the expectation that they'd be functional centuries later. No real world ones certainly, but this is afterall fantasy.</p><p></p><p>One of my standard tropes in dungeon design is to play with this criticism in a useful manner. Early in a dungeon that contains traps, I will typically have one or more rooms of broken traps were most or all of the traps have already been triggered, or ceased to function correctly or at all. This increases versimiltude, so its got a nice simulationist function in the design, but it also has an important gamist function - it alerts the party to be watchful for traps. In this way, I can control whether or not the party is spending time looking for traps. In a sense, what I'm doing with this and other design elements is communicating, "You don't have to waste time looking carefully for traps, unless you are in a situation where traps would clearly make sense."</p><p></p><p></p><p></p><p>This is not a new thing nor was it introduced. At best, it was labelled. Even a quick purusal of as primitive of a module as 'Keep on the Borderlands' shows traps used as parts of larger encounters. It's pretty much de riguer for running kobolds, for example.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5681974, member: 4937"] Make sense? No, of course not. There is a reason why no real world culture has ever constructed complex elaborate traps. I frequently wonder just what sort of machines that you could build - regardless of your technology level - which you could balance on a knives edge just before failure and then leave them in a jungle or cave with the expectation that they'd be functional centuries later. No real world ones certainly, but this is afterall fantasy. One of my standard tropes in dungeon design is to play with this criticism in a useful manner. Early in a dungeon that contains traps, I will typically have one or more rooms of broken traps were most or all of the traps have already been triggered, or ceased to function correctly or at all. This increases versimiltude, so its got a nice simulationist function in the design, but it also has an important gamist function - it alerts the party to be watchful for traps. In this way, I can control whether or not the party is spending time looking for traps. In a sense, what I'm doing with this and other design elements is communicating, "You don't have to waste time looking carefully for traps, unless you are in a situation where traps would clearly make sense." This is not a new thing nor was it introduced. At best, it was labelled. Even a quick purusal of as primitive of a module as 'Keep on the Borderlands' shows traps used as parts of larger encounters. It's pretty much de riguer for running kobolds, for example. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Honoring Pit Traps
Top