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Mage Hand and Trap Avoidance
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<blockquote data-quote="Chaosmancer" data-source="post: 9603092" data-attributes="member: 6801228"><p>You know, weirdly, I had a whole paragraph about that. Like, my post was longer than the single sentence you quoted.</p><p></p><p></p><p></p><p>Yeah, set dressing. Like I said. </p><p></p><p></p><p></p><p>Interestingly, comics, movies, and fiction often have a solution to this, which often seems to annoy people in the TTRPG space. Montages. </p><p></p><p>A lot of comics when they want to get across the "and the adventurers deal with several deadly traps that aren't actually all that interesting to deal with" do so during a montage. And if the entire point of the traps you are putting into the dungeon is "verisimilitude demands there be traps to kill intruders here" then... just deal with them via a montage. Because it is boring to deal with these sort of traps individually, and worse, they cause the players to act in a paranoid manner. </p><p></p><p>Now, yes, yes, I know some people prefer that, but many many many players and DMs DO NOT like that. Because, again, if a trap's discovery means that the trap is no longer a factor (either because it is trivial to disarm or because it has been set-off and there is no counter-play or actions to be taken) then it is boring. Because the only option left to the players is tedium. </p><p></p><p>I think this may be an important distinction and solution to "the problem of traps" in that we can separate them. Some traps are just set dressing for the scene, to give a specific feel, and they should not be treated as challenges. Other traps are actual challenges, and therefore their challenge should not be rooted in obscuring their existence. And with that dichotomy, you can now engage in some dynamic play.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9603092, member: 6801228"] You know, weirdly, I had a whole paragraph about that. Like, my post was longer than the single sentence you quoted. Yeah, set dressing. Like I said. Interestingly, comics, movies, and fiction often have a solution to this, which often seems to annoy people in the TTRPG space. Montages. A lot of comics when they want to get across the "and the adventurers deal with several deadly traps that aren't actually all that interesting to deal with" do so during a montage. And if the entire point of the traps you are putting into the dungeon is "verisimilitude demands there be traps to kill intruders here" then... just deal with them via a montage. Because it is boring to deal with these sort of traps individually, and worse, they cause the players to act in a paranoid manner. Now, yes, yes, I know some people prefer that, but many many many players and DMs DO NOT like that. Because, again, if a trap's discovery means that the trap is no longer a factor (either because it is trivial to disarm or because it has been set-off and there is no counter-play or actions to be taken) then it is boring. Because the only option left to the players is tedium. I think this may be an important distinction and solution to "the problem of traps" in that we can separate them. Some traps are just set dressing for the scene, to give a specific feel, and they should not be treated as challenges. Other traps are actual challenges, and therefore their challenge should not be rooted in obscuring their existence. And with that dichotomy, you can now engage in some dynamic play. [/QUOTE]
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