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RPG Evolution: The Pit Problem
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<blockquote data-quote="Celebrim" data-source="post: 9056639" data-attributes="member: 4937"><p>Traps that create dramatic effects at a remote distance are one of the more certain ways to create inescapable death traps if you are ever inclined to do so, in that by hiding information from the PC's you can create situations where they are vastly in over their heads before they realize it. Again, GMs have infinite resources.</p><p></p><p></p><p></p><p>Let's assume for now that the PC's do not even fact ever notice or figure out what happened - which is one of the outcomes you called out in your thesis. How is scenario of avoiding or not avoiding the trap then fun for the players? What fun is actually happening in either scenario? Is all the fun private and in the head of the GM as he snickers privately to himself at how he got the players?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9056639, member: 4937"] Traps that create dramatic effects at a remote distance are one of the more certain ways to create inescapable death traps if you are ever inclined to do so, in that by hiding information from the PC's you can create situations where they are vastly in over their heads before they realize it. Again, GMs have infinite resources. Let's assume for now that the PC's do not even fact ever notice or figure out what happened - which is one of the outcomes you called out in your thesis. How is scenario of avoiding or not avoiding the trap then fun for the players? What fun is actually happening in either scenario? Is all the fun private and in the head of the GM as he snickers privately to himself at how he got the players? [/QUOTE]
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