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Should traps have tells?
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<blockquote data-quote="Gorgon Zee" data-source="post: 9809666" data-attributes="member: 75787"><p>As a general design principle, I like to have any game effect have at least two ways to interact with it, one which is mostly player-focused -- being able to intuit and apply cleverness, and one being character-focused -- mostly making tests.</p><p></p><p>So my typical trap would have signposts well ahead of it, such as for a pit trap in a mansion house:</p><ul> <li data-xf-list-type="ul">Players can learn that the house owner employed a trapsmith famous for her floor traps (test to see a common installation method which will automatically detect said trap, else just get a bonus to spot / evade test later)</li> <li data-xf-list-type="ul">A very obvious haha outside, with a dwarven trademark for a builder famous for their floor traps</li> <li data-xf-list-type="ul">A pit trap near the entrance that has been previously filled in (too many accidents) a bit sloppily</li> <li data-xf-list-type="ul">A library book "So you want to build a pit trap?"</li> <li data-xf-list-type="ul">A servant limping; on chatting with them (flirting auto-succeeds) they say they fell into one of the masters stupid traps.</li> </ul><p>Stuff like that.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9809666, member: 75787"] As a general design principle, I like to have any game effect have at least two ways to interact with it, one which is mostly player-focused -- being able to intuit and apply cleverness, and one being character-focused -- mostly making tests. So my typical trap would have signposts well ahead of it, such as for a pit trap in a mansion house: [LIST] [*]Players can learn that the house owner employed a trapsmith famous for her floor traps (test to see a common installation method which will automatically detect said trap, else just get a bonus to spot / evade test later) [*]A very obvious haha outside, with a dwarven trademark for a builder famous for their floor traps [*]A pit trap near the entrance that has been previously filled in (too many accidents) a bit sloppily [*]A library book "So you want to build a pit trap?" [*]A servant limping; on chatting with them (flirting auto-succeeds) they say they fell into one of the masters stupid traps. [/LIST] Stuff like that. [/QUOTE]
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Should traps have tells?
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