This is something I've really struggled with - adding interesting traps to a dungeon, without it feeling forced. It seems to me that most traps are impractical or illogical in most dungeons - they're added to give the rogue something to do, or to eat up some of the party's resources.
Personally, I try to set up dungeons that make sense regardless of whether or not PCs ever come by to rob the place. However, this tends to lead me towards fairly basic traps, rather than anything truly interesting. Scything blades and other highly deadly traps across forbidden areas if the person setting the traps didn't want folks to survive, or pits with sheer walls (or without any walls within reach of the opening to the pit) if they wanted folks alive. A trap on a chest or a door that can be temporarily disarmed with the proper key. Things like that.
While stuff like that is all well and good, I want to find a way to add more interesting traps to my game. Take, for instance, the room in Indiana Jones and the Temple of Doom with the lowering spiked wall and the spikes shooting up from the floor. This would fit my definition of an interesting trap - its likely to be far more memorable than a scything blade that does 18 points of damage. However, I'm at a loss as to how you would add something like that to a dungeon - where would it go? How would you encourage folks to trigger it (it was triggered by pressing a block that was jutting out from the wall)? While I want interesting traps, I want them to be in the dungeon for a purpose, not just to show off how neat a trap it is.
So... how do folks use traps in their games? How do you add interesting traps to a dungeon while still providing a reason for that trap to be in the dungeon? What sort of traps have you found most and least effective (not necessarily from a 'Tricked the party' standpoint, but from a 'This was really fun and made sense' standpoint)? And, of course, what are some of the best traps you've come up with?
Personally, I try to set up dungeons that make sense regardless of whether or not PCs ever come by to rob the place. However, this tends to lead me towards fairly basic traps, rather than anything truly interesting. Scything blades and other highly deadly traps across forbidden areas if the person setting the traps didn't want folks to survive, or pits with sheer walls (or without any walls within reach of the opening to the pit) if they wanted folks alive. A trap on a chest or a door that can be temporarily disarmed with the proper key. Things like that.
While stuff like that is all well and good, I want to find a way to add more interesting traps to my game. Take, for instance, the room in Indiana Jones and the Temple of Doom with the lowering spiked wall and the spikes shooting up from the floor. This would fit my definition of an interesting trap - its likely to be far more memorable than a scything blade that does 18 points of damage. However, I'm at a loss as to how you would add something like that to a dungeon - where would it go? How would you encourage folks to trigger it (it was triggered by pressing a block that was jutting out from the wall)? While I want interesting traps, I want them to be in the dungeon for a purpose, not just to show off how neat a trap it is.
So... how do folks use traps in their games? How do you add interesting traps to a dungeon while still providing a reason for that trap to be in the dungeon? What sort of traps have you found most and least effective (not necessarily from a 'Tricked the party' standpoint, but from a 'This was really fun and made sense' standpoint)? And, of course, what are some of the best traps you've come up with?