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Traps, Agency, and Telegraphing Dangers
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<blockquote data-quote="Andvari" data-source="post: 9096703" data-attributes="member: 7036523"><p>My players were recently in a small maze where the "wrong" passages had saw blade traps with a 1-2 in 6 chance of being triggered when a creature passes them. The minotaurs living there know the safe route through the maze, and thus never walk into them.</p><p></p><p>They are all hidden and are automatically found by searching the walls where they are. I placed a "quantum" clue by alerting the party to some brown stains on the floor when they first approach a trapped area. Dried blood left by a victim and obviously not something the creator placed.</p><p></p><p>So they are a classic "haha! You didn't search! Now you take X damage!" trap, but I left a clue that the creator didn't place there and which I think makes sense. Presumably the victim either got away alive or their remains were (mostly) removed by the minotaurs.</p><p></p><p>So once they suspect traps, the party has the choice of spending time searching (risking more random encounters), risking the traps or staying in passages they know are safe.</p><p></p><p>I've experimented with obvious traps that are more interactive, and those are more memorable and require more creative problem solving, but they are harder to come up with.</p></blockquote><p></p>
[QUOTE="Andvari, post: 9096703, member: 7036523"] My players were recently in a small maze where the "wrong" passages had saw blade traps with a 1-2 in 6 chance of being triggered when a creature passes them. The minotaurs living there know the safe route through the maze, and thus never walk into them. They are all hidden and are automatically found by searching the walls where they are. I placed a "quantum" clue by alerting the party to some brown stains on the floor when they first approach a trapped area. Dried blood left by a victim and obviously not something the creator placed. So they are a classic "haha! You didn't search! Now you take X damage!" trap, but I left a clue that the creator didn't place there and which I think makes sense. Presumably the victim either got away alive or their remains were (mostly) removed by the minotaurs. So once they suspect traps, the party has the choice of spending time searching (risking more random encounters), risking the traps or staying in passages they know are safe. I've experimented with obvious traps that are more interactive, and those are more memorable and require more creative problem solving, but they are harder to come up with. [/QUOTE]
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