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The Tricky Trap Thread
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<blockquote data-quote="Janx" data-source="post: 5619868" data-attributes="member: 8835"><p>Since the OT is about how I abjudicate a trap, I'm going to describe my general process, rather than a specific trap.</p><p></p><p>As a general rule, I assume that failed detection of a trap means that when I tell the PCs there's no trap, that it's final. If they check directly, I usually phrase it as "you don't find any traps." The PCs, at that point are doomed to step on the trap if they proceed as expected.</p><p></p><p>I also assume that PCs operate in one of two states, alert mode, or not. If PCs are alert (cautiously exploring a dungeon), then I assume they are always looking for traps and I roll for their detection automatically. Success means I reveal the trap before they trigger it, failure means I don't and that they trigger it.</p><p></p><p>For example, PCs in alert mode and exploring a dungeon and just walking down a hall are about to step onto a floor trap. I roll before they get to it. Success means I tell them "you sense something wrong with the floor in front of you". Failure means I tell them "as you are walking along, the flagstone you step on lowers and a trap activates..."</p><p></p><p>I do this automatic checking as a means to speed up play, and bypass metagaming on what I did or didn't say as to the existence of a trap. It also seems justifiable in the slower than molasses movement rates most RPGs grant.</p><p></p><p>PCs who are not cautiously exploring (walking through a familiar place, not wary for danger) do not get this assumption of trap searching. They must explicitly declare they are checking for traps. At this point, if they fail, I tell them "you did not find any traps". </p><p></p><p>Whenever they detect a trap, I tell them the nature of the trigger, or the effect or both, depending on how well I feel they did. They are then free, in character to explore the object further to force the trigger, bypass the trigger or avoid it.</p><p></p><p>Since looking for traps is always assumed for alert PCs, if PC further declares "I check for traps" it has no mecanical benefit.</p><p></p><p>-----</p><p>Since the topic is RPGs, I am writing assuming PCs, and dice rolls to determine success. Technically, that rules out dice-less games, but it also makes writing even more cumbersome to say "the GM determines if the PC is successful". Given that the topic is how I abjudicate traps, rather than what the players percieve, divorcing from any game nomenclature just isn't worth it. I think the most significant point about my method is that I automatically roll and then explain to the PCs what happened. Players who fail to detect a trap trigger the trap when they interact with it because their PC is convinced there is no trap.</p></blockquote><p></p>
[QUOTE="Janx, post: 5619868, member: 8835"] Since the OT is about how I abjudicate a trap, I'm going to describe my general process, rather than a specific trap. As a general rule, I assume that failed detection of a trap means that when I tell the PCs there's no trap, that it's final. If they check directly, I usually phrase it as "you don't find any traps." The PCs, at that point are doomed to step on the trap if they proceed as expected. I also assume that PCs operate in one of two states, alert mode, or not. If PCs are alert (cautiously exploring a dungeon), then I assume they are always looking for traps and I roll for their detection automatically. Success means I reveal the trap before they trigger it, failure means I don't and that they trigger it. For example, PCs in alert mode and exploring a dungeon and just walking down a hall are about to step onto a floor trap. I roll before they get to it. Success means I tell them "you sense something wrong with the floor in front of you". Failure means I tell them "as you are walking along, the flagstone you step on lowers and a trap activates..." I do this automatic checking as a means to speed up play, and bypass metagaming on what I did or didn't say as to the existence of a trap. It also seems justifiable in the slower than molasses movement rates most RPGs grant. PCs who are not cautiously exploring (walking through a familiar place, not wary for danger) do not get this assumption of trap searching. They must explicitly declare they are checking for traps. At this point, if they fail, I tell them "you did not find any traps". Whenever they detect a trap, I tell them the nature of the trigger, or the effect or both, depending on how well I feel they did. They are then free, in character to explore the object further to force the trigger, bypass the trigger or avoid it. Since looking for traps is always assumed for alert PCs, if PC further declares "I check for traps" it has no mecanical benefit. ----- Since the topic is RPGs, I am writing assuming PCs, and dice rolls to determine success. Technically, that rules out dice-less games, but it also makes writing even more cumbersome to say "the GM determines if the PC is successful". Given that the topic is how I abjudicate traps, rather than what the players percieve, divorcing from any game nomenclature just isn't worth it. I think the most significant point about my method is that I automatically roll and then explain to the PCs what happened. Players who fail to detect a trap trigger the trap when they interact with it because their PC is convinced there is no trap. [/QUOTE]
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