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General Tabletop Discussion
*TTRPGs General
ry's Threats, Rewards, Assets, and Problems (TRAPs)
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<blockquote data-quote="Ry" data-source="post: 3749931" data-attributes="member: 8314"><p>OK, more organizational stuff.</p><p></p><p>TRAPs, as I've got them now, are organized into 3 sets: Zone-based (TRAPs that happen at a particular location), Conflict-based (TRAPs that might happen in various places but as phases of some conflict the players are involved with) and Random. </p><p></p><p>Most of the TRAPs posted in this thread are zone-based, and a few are conflict-based. There's really no distinction deep down, this is just to organize for my purposes. Why have three groupings?</p><p></p><p>Conflict-based TRAPs serve the sense of an overall "plot" of the game. Not that my game has a predetermined plot - but it has conflicts that the players are interested in, and those conflicts need to have a lot of content and interactive elements. There needs to be more to a conflict than a problem that the players resolve right away - serious, campaign-level conflicts have a large variety of related problems to solve, threats to defeat, resources to use, and rewards for taking them on.</p><p></p><p>Zone-based TRAPs are one important element of the setting; they are there for the players to be able to go back to and enhance the campaign's "sets" with interactivity and content. To the players, the docks aren't the docks without Mencha, the Dockmaster that helped them fight off the coup, or the Tariff Office that was rebuilt after the fire. </p><p></p><p>Random TRAPs exist to fill gaps in my planning (when players do something unexpected) and to remind me to keep the game detailed. While a 50gp book on ancient architecture might just get sold, a player might decide that his character has an interest in such things and keep it. That becomes a cue to me as a DM to build TRAPs (i.e. opportunities to interact with something in-game) that relate to such things. I organize my Random TRAPs into City, Wilderness, and Dungeon for ease of use.</p></blockquote><p></p>
[QUOTE="Ry, post: 3749931, member: 8314"] OK, more organizational stuff. TRAPs, as I've got them now, are organized into 3 sets: Zone-based (TRAPs that happen at a particular location), Conflict-based (TRAPs that might happen in various places but as phases of some conflict the players are involved with) and Random. Most of the TRAPs posted in this thread are zone-based, and a few are conflict-based. There's really no distinction deep down, this is just to organize for my purposes. Why have three groupings? Conflict-based TRAPs serve the sense of an overall "plot" of the game. Not that my game has a predetermined plot - but it has conflicts that the players are interested in, and those conflicts need to have a lot of content and interactive elements. There needs to be more to a conflict than a problem that the players resolve right away - serious, campaign-level conflicts have a large variety of related problems to solve, threats to defeat, resources to use, and rewards for taking them on. Zone-based TRAPs are one important element of the setting; they are there for the players to be able to go back to and enhance the campaign's "sets" with interactivity and content. To the players, the docks aren't the docks without Mencha, the Dockmaster that helped them fight off the coup, or the Tariff Office that was rebuilt after the fire. Random TRAPs exist to fill gaps in my planning (when players do something unexpected) and to remind me to keep the game detailed. While a 50gp book on ancient architecture might just get sold, a player might decide that his character has an interest in such things and keep it. That becomes a cue to me as a DM to build TRAPs (i.e. opportunities to interact with something in-game) that relate to such things. I organize my Random TRAPs into City, Wilderness, and Dungeon for ease of use. [/QUOTE]
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