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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Is "perception" even a good concept?
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="Imaculata" data-source="post: 7165395" data-attributes="member: 6801286"><p>I think several people in this thread are mistaking telegraphing for telling players where the traps are. These two things could not be more different. The goal of telegraphing, is to make a challenge fair, to allow your players to make informed decisions, and to limit the classic "search for traps at every step" kind of gameplay. Just because a player is given a hint to pay attention, does not mean he is told a trap is present, nor where it is. </p><p></p><p>A good example of this would be the following scenario (which occurred in the campaign I am currently running):</p><p></p><p><em>"The players crawl through a network of narrow tunnels, with the floors littered with human bones. But one tunnel surprisingly has no bones on the floor. It is oddly clean, with barely even any sand on it. What do you do?"</em></p><p></p><p>You might presume there's a trap in this hallway, and you would be right. But even then, how you go about confirming your suspicions is critical. Poking the floor for a trapdoor, reveals nothing. But this floor trap is specifically designed to tilt down under the weight of 2 or more individuals, sliding them straight into a pit trap that is hidden underneath the floor. The description of the environment gives a clue towards the tilting nature of the floor, without explicitly explaining how it works. It is just enough for the players to be weary and proceed with caution. There is no guarantee that the players will figure out the trap without triggering it by accident, but the DM is not dropping them into a spike trap out of nowhere, and THAT's the difference.</p><p></p><p>If I wanted my players to fall into a deadly spike trap, I could simply make it happen. But that creates zero tension, and in the worst case, it creates frustration. Telegraphing a danger, how ever subtle, creates suspense. All of a sudden the players are on high alert, which is way for exciting than actually falling into the pit. And as Iserith explained earlier, it also feels rewarding to discover a trap by paying attention to the hints that the DM gives in his description. It gives the players a feeling that the world behaves to logical rules, that they can make clever use of, if they pay attention.</p><p></p><p>And this need not apply only to traps. I had a combat encounter in my campaign, where I described an interesting terrain feature: An old stone bridge that looked feeble. The players asked: <em>"Could we blow up the bridge, and separate the enemy forces that way?"</em>. <em>"Well, you could sure as heck try"</em>, I replied. In this case I had deliberately designed the encounter to include such strategic elements. But it feels rewarding for both the players and the DM when they pick up on that.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7165395, member: 6801286"] I think several people in this thread are mistaking telegraphing for telling players where the traps are. These two things could not be more different. The goal of telegraphing, is to make a challenge fair, to allow your players to make informed decisions, and to limit the classic "search for traps at every step" kind of gameplay. Just because a player is given a hint to pay attention, does not mean he is told a trap is present, nor where it is. A good example of this would be the following scenario (which occurred in the campaign I am currently running): [I]"The players crawl through a network of narrow tunnels, with the floors littered with human bones. But one tunnel surprisingly has no bones on the floor. It is oddly clean, with barely even any sand on it. What do you do?"[/I] You might presume there's a trap in this hallway, and you would be right. But even then, how you go about confirming your suspicions is critical. Poking the floor for a trapdoor, reveals nothing. But this floor trap is specifically designed to tilt down under the weight of 2 or more individuals, sliding them straight into a pit trap that is hidden underneath the floor. The description of the environment gives a clue towards the tilting nature of the floor, without explicitly explaining how it works. It is just enough for the players to be weary and proceed with caution. There is no guarantee that the players will figure out the trap without triggering it by accident, but the DM is not dropping them into a spike trap out of nowhere, and THAT's the difference. If I wanted my players to fall into a deadly spike trap, I could simply make it happen. But that creates zero tension, and in the worst case, it creates frustration. Telegraphing a danger, how ever subtle, creates suspense. All of a sudden the players are on high alert, which is way for exciting than actually falling into the pit. And as Iserith explained earlier, it also feels rewarding to discover a trap by paying attention to the hints that the DM gives in his description. It gives the players a feeling that the world behaves to logical rules, that they can make clever use of, if they pay attention. And this need not apply only to traps. I had a combat encounter in my campaign, where I described an interesting terrain feature: An old stone bridge that looked feeble. The players asked: [I]"Could we blow up the bridge, and separate the enemy forces that way?"[/I]. [I]"Well, you could sure as heck try"[/I], I replied. In this case I had deliberately designed the encounter to include such strategic elements. But it feels rewarding for both the players and the DM when they pick up on that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Is "perception" even a good concept?
Top