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General Tabletop Discussion
*Pathfinder & Starfinder
inventive puzzles and traps
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<blockquote data-quote="pukunui" data-source="post: 6280478" data-attributes="member: 54629"><p>I'm making "randomness" a big theme of my campaign (since I'm using 4e's <em>Madness at Gardmore Abbey</em>, complete with Deck of Many Things, as the campaign's centrepiece), so zany, arbitrary, random puzzles, traps and hazards would be most welcome ~ or at least ones that <em>seem</em> arbitrary anyway. I don't think I could ever have completely arbitrary things: I generally like to know the who, what, where, when, how and why myself.</p><p></p><p>I get the impression that the earlier editions of D&D, particularly 3e, based their basic trap lists on the sorts of things one might expect to find in an Indiana Jones movie. Pits and wall spikes and poison darts and boulders. There's nothing wrong with them; they're just a little boring and pedestrian.</p><p></p><p>I think what I'd particularly like are encounters that involve traps (and possibly also monsters) that can challenge the entire party, rather than just the rogue. Tactical traps and hazards. Logic puzzles. Things that make the players stop and think but won't necessarily make them paranoid.</p></blockquote><p></p>
[QUOTE="pukunui, post: 6280478, member: 54629"] I'm making "randomness" a big theme of my campaign (since I'm using 4e's [I]Madness at Gardmore Abbey[/I], complete with Deck of Many Things, as the campaign's centrepiece), so zany, arbitrary, random puzzles, traps and hazards would be most welcome ~ or at least ones that [I]seem[/I] arbitrary anyway. I don't think I could ever have completely arbitrary things: I generally like to know the who, what, where, when, how and why myself. I get the impression that the earlier editions of D&D, particularly 3e, based their basic trap lists on the sorts of things one might expect to find in an Indiana Jones movie. Pits and wall spikes and poison darts and boulders. There's nothing wrong with them; they're just a little boring and pedestrian. I think what I'd particularly like are encounters that involve traps (and possibly also monsters) that can challenge the entire party, rather than just the rogue. Tactical traps and hazards. Logic puzzles. Things that make the players stop and think but won't necessarily make them paranoid. [/QUOTE]
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