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*TTRPGs General
Should traps have tells?
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<blockquote data-quote="Lanefan" data-source="post: 9808717" data-attributes="member: 29398"><p>Even from a game-play perspective, a tell isn't always necessary; sometimes the point isn't the choices to be made as to what to do about the trap but more what to do <em>after the trap has been set off</em>.</p><p></p><p>One of my favourite traps is the one-way chute trap where the first (or first few, if not in single file) character falls through an unseen or illusion-covered hole in the floor and winds up, usually unharmed, somewhere on a lower level in the dungeon*. (think <em>Get Smart</em> and how Maxwell arrives at work every morning)</p><p></p><p>Now there's lots of choices for those stuck above: do they intentionally follow their companion(s) down the now-obvious hole, do they keep exploring and hope to reunite elsewhere, do they spend time and effort trying to fish their companion(s) back out of the chute, if such is even possible, or ???</p><p></p><p>Meanwhile, whoever is stuck down below might have problems of their own and certainly has choices to make: try to get back up the chute, stay put and hope for rescue, carry on exploring alone, or ???</p><p></p><p>* - or maybe even teleported away somewhere else completely, I've done that one too.</p><p></p><p>Other than that I'm all about what makes sense in the setting. A new or well-maintained trap might not have any tells whatsoever. A long-abandoned trap might have started to show signs of its presence, or fail to function properly if-when triggered. That said, a long-abandoned trap might also have fewer tells than it once did as any clues to its existence are now under a thick layer of dust.</p><p></p><p>Unlike some here, I'm fine if they move at a snail's pace searching every square inch for traps, as that's what cautious characters would do.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9808717, member: 29398"] Even from a game-play perspective, a tell isn't always necessary; sometimes the point isn't the choices to be made as to what to do about the trap but more what to do [I]after the trap has been set off[/I]. One of my favourite traps is the one-way chute trap where the first (or first few, if not in single file) character falls through an unseen or illusion-covered hole in the floor and winds up, usually unharmed, somewhere on a lower level in the dungeon*. (think [I]Get Smart[/I] and how Maxwell arrives at work every morning) Now there's lots of choices for those stuck above: do they intentionally follow their companion(s) down the now-obvious hole, do they keep exploring and hope to reunite elsewhere, do they spend time and effort trying to fish their companion(s) back out of the chute, if such is even possible, or ??? Meanwhile, whoever is stuck down below might have problems of their own and certainly has choices to make: try to get back up the chute, stay put and hope for rescue, carry on exploring alone, or ??? * - or maybe even teleported away somewhere else completely, I've done that one too. Other than that I'm all about what makes sense in the setting. A new or well-maintained trap might not have any tells whatsoever. A long-abandoned trap might have started to show signs of its presence, or fail to function properly if-when triggered. That said, a long-abandoned trap might also have fewer tells than it once did as any clues to its existence are now under a thick layer of dust. Unlike some here, I'm fine if they move at a snail's pace searching every square inch for traps, as that's what cautious characters would do. [/QUOTE]
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