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<blockquote data-quote="takyris" data-source="post: 3022992" data-attributes="member: 5171"><p>Maybe the boxed text for the room, when translated into Sanskrit and displayed in Courier font, makes a picture of a sailboat if you look at it with your eyes unfocused.</p><p></p><p>That doesn't matter to the adventuring party.</p><p></p><p>If you're running a worldsim, fine and dandy. If you're running an adventure for other people, it's sloppy design.</p><p></p><p>Pre-emptively, to team "My world is a living world and sometimes it has death in it and I'm not going to change things just to make life easy for the PCs": If your world's history is so rich with a veiled tapestry of culture and intrigue as to not even allow but REQUIRE this ridiculous instakill lever, it's rich and cultured enough to not even allow but REQUIRE additional clues in the area -- ancient glyphs in the dungeon that can still be read; stories passed down for generations about the ancient lever that holds that last power of a dead god and will slay anyone save a faithful worshipper... of which there are none, since the god is dead; the ability to find the trap with trapfinding and taking 20 taken into account; and so forth. If you can come up with a justification for the absurd trap, you can come up with a justification for some clues about the absurd trap... unless creating a faithful living is not actually your goal. Because in a faithful living world, that trap would have clues. Anything that deadly would.</p></blockquote><p></p>
[QUOTE="takyris, post: 3022992, member: 5171"] Maybe the boxed text for the room, when translated into Sanskrit and displayed in Courier font, makes a picture of a sailboat if you look at it with your eyes unfocused. That doesn't matter to the adventuring party. If you're running a worldsim, fine and dandy. If you're running an adventure for other people, it's sloppy design. Pre-emptively, to team "My world is a living world and sometimes it has death in it and I'm not going to change things just to make life easy for the PCs": If your world's history is so rich with a veiled tapestry of culture and intrigue as to not even allow but REQUIRE this ridiculous instakill lever, it's rich and cultured enough to not even allow but REQUIRE additional clues in the area -- ancient glyphs in the dungeon that can still be read; stories passed down for generations about the ancient lever that holds that last power of a dead god and will slay anyone save a faithful worshipper... of which there are none, since the god is dead; the ability to find the trap with trapfinding and taking 20 taken into account; and so forth. If you can come up with a justification for the absurd trap, you can come up with a justification for some clues about the absurd trap... unless creating a faithful living is not actually your goal. Because in a faithful living world, that trap would have clues. Anything that deadly would. [/QUOTE]
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