Jürgen Hubert
First Post
Puzzles and traps are two very iconic elements of traditional "dungeon-delving" adventures, and they see heavy use in kinds other adventures, too.
But here I must make a confession: I loathe puzzles. Now, I don't mind actual mysteries, where the PCs gradually uncover one layer after another to find the truth about a conspiracy, ancient horror, or impending threat. In fact, I love mysteries.
But nothing annoys me as much as being in front of a blocked passage where the PCs are facing a logic puzzle - possibly presented by some sort of rhyming verse - and where there is one thing and one thing only to grant them passage. The GM might think the solution is obvious (or not), but if the PCs don't come up with the solution, the result can be hours of frustration when they try out every conceiveable thing without making any progress. And that's not my idea of a fun game.
Traps, on the other hand, can be okay if used in moderation - and indeed, they can make logical sense at many occasions. After all, the current bad guy is probably wise if he invests some money in security precautions. But if you overdo it, the odds are high that the PCs will become paranoid and carefully search every 5'x5' block of floor for hours before proceeding.
But I'm willing to hear from people who have used these tools more effectively than I did. So please, tell me about games where traps and puzzles have made an adventure more interesting instead of frustrating!
But here I must make a confession: I loathe puzzles. Now, I don't mind actual mysteries, where the PCs gradually uncover one layer after another to find the truth about a conspiracy, ancient horror, or impending threat. In fact, I love mysteries.
But nothing annoys me as much as being in front of a blocked passage where the PCs are facing a logic puzzle - possibly presented by some sort of rhyming verse - and where there is one thing and one thing only to grant them passage. The GM might think the solution is obvious (or not), but if the PCs don't come up with the solution, the result can be hours of frustration when they try out every conceiveable thing without making any progress. And that's not my idea of a fun game.
Traps, on the other hand, can be okay if used in moderation - and indeed, they can make logical sense at many occasions. After all, the current bad guy is probably wise if he invests some money in security precautions. But if you overdo it, the odds are high that the PCs will become paranoid and carefully search every 5'x5' block of floor for hours before proceeding.
But I'm willing to hear from people who have used these tools more effectively than I did. So please, tell me about games where traps and puzzles have made an adventure more interesting instead of frustrating!