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
RPG Evolution: The Pit Problem
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="Celebrim" data-source="post: 9056459" data-attributes="member: 4937"><p>Well, define "fair".</p><p></p><p>Traps are supposed to be fun. Trap design is real passion of mine in part because popular examples like Grimtooth have given us so many examples of extremely poor trap design that have given traps a bad name and deprived an important trope in fantasy gaming of the fun that it should be inspiring.</p><p></p><p>The less fair the trap is, the less interesting that it is. The ultimate in bad trap design is a difficult to detect trap that immediately deducts a very large amount of hit points from one or more party members. This is pointless, and usually comes out of either poor imagination, copying poor examples of traps, or else DM ego gaming where they get most of their enjoyment out of "gotcha" moments where they do big things to the PCs and feel impressive doing it.</p><p></p><p>Good trap design telegraphs the danger somewhat. Good traps are avoidable. They rely on reverse logic as little as possible. </p><p></p><p>Additionally, good traps involve the entire party in a scenario where everyone has to work together to overcome the problem. Good traps rarely do large amounts of initial damage. Instead, they put one or more members of the party in a predicament that they need to be rescued from. Good traps snowball. The theme of a good trap is usually, "Just when you think it can't get any worse, it does." To succeed in that they need to do small packages of damage while ramping up the threat over time. That gives parties the ability to extricate themselves and save resources if they are clever both before and after the trap goes off, while still allowing for the "We're so screwed!" moments if in fact the part falls into the trap. </p><p></p><p>Killing PC's is never the goal. Scaring the party without actually killing it and forcing expenditure of resources and teamwork in the same way a good combat does is the goal.</p><p></p><p>The easiest thing in the world to design is unavoidable death traps. The resources of the GM are infinite. It's not the size of the trap that matters, but how it engages the party.</p><p></p><p>One of my favorite published traps is a pit trap in I3 where falling into the pit does almost no damage</p><p>....because you land in quicksand</p><p>...and the quicksand is filled with skeletons that animate and attack you.</p><p></p><p>Traps that go "BOOM! Take 86 damage" are boring.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9056459, member: 4937"] Well, define "fair". Traps are supposed to be fun. Trap design is real passion of mine in part because popular examples like Grimtooth have given us so many examples of extremely poor trap design that have given traps a bad name and deprived an important trope in fantasy gaming of the fun that it should be inspiring. The less fair the trap is, the less interesting that it is. The ultimate in bad trap design is a difficult to detect trap that immediately deducts a very large amount of hit points from one or more party members. This is pointless, and usually comes out of either poor imagination, copying poor examples of traps, or else DM ego gaming where they get most of their enjoyment out of "gotcha" moments where they do big things to the PCs and feel impressive doing it. Good trap design telegraphs the danger somewhat. Good traps are avoidable. They rely on reverse logic as little as possible. Additionally, good traps involve the entire party in a scenario where everyone has to work together to overcome the problem. Good traps rarely do large amounts of initial damage. Instead, they put one or more members of the party in a predicament that they need to be rescued from. Good traps snowball. The theme of a good trap is usually, "Just when you think it can't get any worse, it does." To succeed in that they need to do small packages of damage while ramping up the threat over time. That gives parties the ability to extricate themselves and save resources if they are clever both before and after the trap goes off, while still allowing for the "We're so screwed!" moments if in fact the part falls into the trap. Killing PC's is never the goal. Scaring the party without actually killing it and forcing expenditure of resources and teamwork in the same way a good combat does is the goal. The easiest thing in the world to design is unavoidable death traps. The resources of the GM are infinite. It's not the size of the trap that matters, but how it engages the party. One of my favorite published traps is a pit trap in I3 where falling into the pit does almost no damage ....because you land in quicksand ...and the quicksand is filled with skeletons that animate and attack you. Traps that go "BOOM! Take 86 damage" are boring. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
RPG Evolution: The Pit Problem
Top