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RPG Evolution: If It Kills, We Can Build It

In traditional D&D dungeons, traps are everywhere. But what keeps them running?

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Picture courtesy of Pixabay.

In the world of Dungeons & Dragons, dungeons are often steeped in magic, with traps triggered by unseen forces and monsters appearing from thin air. But what if we approached these subterranean labyrinths with a different lens, one that emphasizes the mechanical underpinnings of this fantasy world? What if traps weren't just magical inconveniences, but cleverly designed contraptions with understandable mechanics? Embracing a mechanistic approach to dungeoneering can fundamentally change how players interact with the environment, turning them from passive victims into active problem-solvers ... and potentially resourceful engineers.

A Mechanistic Approach to Dungeon Design​

A mechanistic approach implies that there's an internal logic to how the dungeon works. It's not just there, it's set up as an obstacle with an intelligence behind it. This requires a few fundamentals that are typical of dungeon tropes, known as the "Durable Deathtrap:"

Our adventure heroes enter some ancient ruins in search of something important or valuable. Although the site may have lain undisturbed for centuries or even millennia, the place is filled with a variety of lethal, fully functional traps left behind by the previous occupants. Said traps are often Bamboo Technology considerably more complex than anything else the creators were capable of making. Even more remarkable is the fact that they have not decayed at all, even if the environment is one that should require extra maintenance, and are just as lethal as they ever were, let alone the fact that any poisons should have decayed centuries ago. Projectile traps might even be capable of reloading themselves an indefinite number of times.

Assuming these traps aren't entirely magical in nature, the first foundational element to create a mechanistic dungeon is some level of technological advancement. This doesn't necessarily mean laser guns and robots; it could manifest as a form of bamboo tech, utilizing intricate systems of gears, levers, counterweights, and cleverly shaped stone to create functional traps, as hinted at in Raiders of the Lost Ark with its elaborate mechanisms. Alternatively, a more overt steampunk aesthetic could allow for clockwork devices and steam-powered mechanisms within the dungeon. This technological basis allows for traps that aren't purely magical but have tangible, repeatable effects.

The second crucial element is internal consistency. If traps are mechanical, they should (within the fantastical logic of the game world) operate according to consistent principles. PCs should be able to observe, deduce, and potentially even predict how these traps work. This consistency rewards careful observation and logical thinking, turning encounters with traps into engaging puzzles rather than random occurrences.

The most extreme example of this are Grimtooth's Traps as described by Brandes Stoddard:

Especially in the 1e era, another approach to traps also appears, in the works of the incomparable and bizarre Grimtooth, by Flying Buffalo. Grimtooth’s traps are famously elaborate, ridiculous, and unfair – the latter of which may be a reasonable tactical decision for the defenders, but is a terrible gameplay decision on the GM’s part. Still, convoluted traps that endanger the whole party are not all bad – everyone is invested in and able to contribute to finding a solution. In Grimtooth’s works, the insane deathtraps are often obscure, guess-what-I’m-thinking physics challenges.

Whatever model you choose, it means that there is a logic behind traps that can be guessed (well not always in Grimtooth's case, but sometimes). Once the model of your dungeon's secret workings has been laid out, then it's time to power it with some sort of resource.

Who Resets Those Traps?

Powering traps takes some sort of energy. As pointed out in the "Durable Deathtrap" trope above, if it's not potential energy liked coiled springs or magically-replenishing resources, it's likely someone or something keeping those traps functioning. For an example of how that might work, the video game series Dungeon Keeper provides a model.

In Dungeon Keeper, the player takes on the role of an evil overlord constructing and defending their dungeon. Crucially, the game posits an entire ecosystem dedicated to this purpose. Imps, the player's primary minions, are responsible for mining resources, constructing rooms, and building traps.

Traps in Dungeon Keeper aren't just placed and forgotten. They require construction in a workshop, and Imps will actively fetch the necessary components. Many traps also have a limited number of triggers before they need to be reset or replaced by the Imps. This implies a hidden logistical network within the dungeon, with resources being gathered, traps being manufactured, and maintenance being performed by a dedicated workforce.

Trap "keepers" in D&D can range from kobolds (known for their trap-making skills) to tireless creatures like golems or undead. The point is that there's an underlying infrastructure that supports the existence of complex, mechanical traps. And once PCs figure it out, they can counter or even co-opt it.

Ingenuity in Action

The second episode of the anime Delicious in Dungeon, titled "Roast Basilisk/Omelet/Kakiage," illustrates how a mechanistic understanding of a dungeon can empower adventurers. The halfling rogue Chilchuck is a master of traps, a skill initially underestimated by the dwarf warrior Senshi. However, Senshi quickly comes to appreciate Chilchuck's expertise as they begin to leverage the dungeon's existing traps for their own benefit, specifically for cooking.

In this episode, a swinging axe trap, designed to deter intruders, is ingeniously repurposed to chop up a giant bat they had defeated earlier, saving valuable time and effort. Furthermore, they discover a fire trap, not fueled by magic but by oil. Recognizing this mechanical component, they cleverly drain the oil to use it for deep-frying a delicious kakiage (a type of fritter) made from mandrakes and basilisk meat.

This is just one example of how PCs, once they figure out how a thing works, can use it to for their own ends. The obvious use case is to leverage traps against other monsters they might encounter, but in the example with Chilchuck and Senshi, it helped them prepare food they would normally never be able to cook (as Marcille the elven mage points out, it'd be much harder to deep fry food at a consistent temperature over a campfire).

Rewiring Your Dungeon Delving​

Dungeons don't have to make sense, and often the easiest approach for DMs is to simply claim it's a magical effect. But even then, magical effects are part of D&D's rules system -- that is, there are snare and alarm spells that can be observed and potentially dispelled. With enough internal logic, understanding a trap is as important as avoiding it, and potentially moreso if it means players gain knowledge they can apply elsewhere.

Encouraging players to see traps not just as damage dealers but as intricate mechanisms can lead to moments of brilliance. When designing your next megadungeon, consider the technological basis for its traps and the internal consistency of their operation. And potentially, the little guys who keep it all running, like the small but mighty Tucker's kobolds.
 

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Michael Tresca

Michael Tresca

Delicious in Dungeon has those cool ecology sections, but it is ALSO an example of "a Wizard did it" as dungeons in the setting are an actual magical effect that can be created and maintained (I think they also imply that they can be naturally occurring).
 

Usually the dungeons I make have some being that maintains the trap, or otherwise it has a chance of misfunction (or I may actively have set it so it’s somehow malfunctioning for those cases when I want to trouble/scare low-level PCs without killing them, and it makes sense).

Return to White Plume Mountain had the ultimate incarnation of this, creating a vastly different dungeon with the idea that time and adventurers had worn the various traps from the original down.

The Lost City did an intriguing hook with this; the way in is revealed to the PCs because an ancient crossbow trap killed an interloper, whose desiccated body holds open the door to the (otherwise hidden) dungeon.

BTW, the most infamous death trap of all, Tomb of Horrors, had planeshifted demons who were bound to the tomb to repair any damage explorers did, so it would be ready for the next group who came along.
 

BTW, the most infamous death trap of all, Tomb of Horrors, had planeshifted demons who were bound to the tomb to repair any damage explorers did, so it would be ready for the next group who came along.
It's funny because I've played through Tomb of Horrors and never remember those demons. Can they be encountered or is that a throw-away line to just explain how it resets?
 

Who/what resets the traps is an often overlooked question. As I was watching Indiana Jones and the Last Crusade for the first time, I wondered how the "Only the penitent man shall pass." head chopping trap got reset so many times. Not to mention the Jehovah spelling puzzle trap. Once a letter is busted, going to be a real pain to replace and match to the rest. And that Knight could barely move under his own power. Not exactly someone rapidly rewinding a spring or nimbly replacing fragile tiles.

Unless there is a trap maintenance crew fixing and resetting traps and cleaning up the victims, a party might make a decent haul out of recovering the remains and looting them. Variation on Disable Device or Remove Trap might be a Loot Trap Victims skill. Not as an exciting a tale as "We defeated the Dragon" to explain a party's new found wealth but if you are rich, who cares?
 

Unless there is a trap maintenance crew fixing and resetting traps and cleaning up the victims, a party might make a decent haul out of recovering the remains and looting them. Variation on Disable Device or Remove Trap might be a Loot Trap Victims skill. Not as an exciting a tale as "We defeated the Dragon" to explain a party's new found wealth but if you are rich, who cares?
You might not even need a special skill. Just walk behind the previous, ill-fated folks and waltz into the now exposed/triggered/harmless traps and avoid the now obvious spikes and ignore the now triggered dart throwers, taking everything the corpses have on them.

I guess that's how trap reset goblins work. You don't even have to pay them. They get to keep a portion of the loot they find when resetting and cleaning up.
 

It's funny because I've played through Tomb of Horrors and never remember those demons. Can they be encountered or is that a throw-away line to just explain how it resets?
I was going to post it, but of course, now I can’t find it. I did find a bit where ethereal/astral characters in the tomb can attract demons, and makes me think that having said demons fix broken traps may have been something I added because I conflated them with being the demilich’s servants, and it seemed to make sense to explain why they were there anyways.

“Tomb of Horrors p2” said:
Note: Characters who become astral or ethereal in the Tomb will attract a type I-IV demon 1 in 6, with a check made each round.
 

You might not even need a special skill. Just walk behind the previous, ill-fated folks and waltz into the now exposed/triggered/harmless traps and avoid the now obvious spikes and ignore the now triggered dart throwers, taking everything the corpses have on them.

I guess that's how trap reset goblins work. You don't even have to pay them. They get to keep a portion of the loot they find when resetting and cleaning up.
Ah, that is why a lot of old adventures used the “2 in 6 chance” to see if a trap was triggered (usually a pressure plate), so that the first one through might not trigger it, and it gets the next unlucky soul in line who thought the way was safe. ;)
 

Who/what resets the traps is an often overlooked question. As I was watching Indiana Jones and the Last Crusade for the first time, I wondered how the "Only the penitent man shall pass." head chopping trap got reset so many times. Not to mention the Jehovah spelling puzzle trap. Once a letter is busted, going to be a real pain to replace and match to the rest. And that Knight could barely move under his own power. Not exactly someone rapidly rewinding a spring or nimbly replacing fragile tiles.
I think it's a variation of the Because: Magic excuse, Because: Jesus.

Unless there is a trap maintenance crew fixing and resetting traps and cleaning up the victims, a party might make a decent haul out of recovering the remains and looting them. Variation on Disable Device or Remove Trap might be a Loot Trap Victims skill. Not as an exciting a tale as "We defeated the Dragon" to explain a party's new found wealth but if you are rich, who cares?
So if you don't roll high enough, the gelatinous cube gets there before you do?

I treat my dungeon traps like woods traps: whoever wants to benefit from the trap has to check on it and/or reset it every so often.
 

Who/what resets the traps is an often overlooked question. As I was watching Indiana Jones and the Last Crusade for the first time, I wondered how the "Only the penitent man shall pass." head chopping trap got reset so many times. Not to mention the Jehovah spelling puzzle trap. Once a letter is busted, going to be a real pain to replace and match to the rest. And that Knight could barely move under his own power. Not exactly someone rapidly rewinding a spring or nimbly replacing fragile tiles.
Ironically, that movie actually DOES show that knight doing stuff. It's quick, but he actually does trigger one of the traps, kind of explaining (vaguely), that an immortal knight keeps at least some of the traps running -- to your point the floor trap isn't something you "just reset."
 

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