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ry's Threats, Rewards, Assets, and Problems (TRAPs)
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<blockquote data-quote="doghead" data-source="post: 3902681" data-attributes="member: 8243"><p>After getting through about half of the thread, I decided to try and apply the TRAP's system to Underdogs, my current PbP game here on EN world. My head is still spinning.</p><p></p><p>Initially most of it was just sorting out ideas already floating around in my head (I'm not a great one for pre-planning and putting everything down on paper first). Much of it fell reasonably easily into place. As I worked, it seemed to make sense to organise the TRAP's into trees. So Campaign (or trunk) TRAP's describe an overview. Several story (or branch) TRAP's lead off the Campaign TRAP. Each Story TRAP may have several Encounter (twig?)TRAP's.</p><p></p><p>Ideas seemed to flow fairly quickly. Sometimes elements needed to be shifted from one level to another - a Campaign level problem became a Story level one, and was replaced by another Problem, which was then linked to a new Story level TRAP. Sometimes I found myself starting at the Story level and working back to the Campaign level, sometime vice versa. I tried to include all four elements (Threat, Reward, Asset and Problem) in each. I found it easiest to think of Assets as something to be used to deal with the threat, while Rewards as something gained as a result of succeeding (or at least having had a go).</p><p></p><p>I spent less time on Encounter TRAP's, as these seemed to be more dependent on the path chosen by the PC's. It seems like initially, one or maybe two may be enough. However, it seems fairly easy to create new ones fairly quickly as the game progresses and new encounters are needed. I really like the fact that what the system gives you is the essentials, without a lot of inert elements. My games have probably been a little to rich in inert elements which would help explain why they have struggled to engage the players as much as I want them to.</p><p></p><p>Its possible I'm not using Threats and Problems in exactly the way intended. I see Threats as the overarching situation, with Problems being like complications. Threats might not necessarily pose any immediate danger to the PC's.</p><p></p><p>doghead</p><p>aka thotd</p></blockquote><p></p>
[QUOTE="doghead, post: 3902681, member: 8243"] After getting through about half of the thread, I decided to try and apply the TRAP's system to Underdogs, my current PbP game here on EN world. My head is still spinning. Initially most of it was just sorting out ideas already floating around in my head (I'm not a great one for pre-planning and putting everything down on paper first). Much of it fell reasonably easily into place. As I worked, it seemed to make sense to organise the TRAP's into trees. So Campaign (or trunk) TRAP's describe an overview. Several story (or branch) TRAP's lead off the Campaign TRAP. Each Story TRAP may have several Encounter (twig?)TRAP's. Ideas seemed to flow fairly quickly. Sometimes elements needed to be shifted from one level to another - a Campaign level problem became a Story level one, and was replaced by another Problem, which was then linked to a new Story level TRAP. Sometimes I found myself starting at the Story level and working back to the Campaign level, sometime vice versa. I tried to include all four elements (Threat, Reward, Asset and Problem) in each. I found it easiest to think of Assets as something to be used to deal with the threat, while Rewards as something gained as a result of succeeding (or at least having had a go). I spent less time on Encounter TRAP's, as these seemed to be more dependent on the path chosen by the PC's. It seems like initially, one or maybe two may be enough. However, it seems fairly easy to create new ones fairly quickly as the game progresses and new encounters are needed. I really like the fact that what the system gives you is the essentials, without a lot of inert elements. My games have probably been a little to rich in inert elements which would help explain why they have struggled to engage the players as much as I want them to. Its possible I'm not using Threats and Problems in exactly the way intended. I see Threats as the overarching situation, with Problems being like complications. Threats might not necessarily pose any immediate danger to the PC's. doghead aka thotd [/QUOTE]
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