What he's probably referring to is this- old traps tended to be random events that took away a few hit points, caused the cleric to use a cure light wounds, and then you went on your business. They were like wandering monsters, except even more boring. And since you could avoid the traps with lengthy precautions, your group eventually become paranoid about opening doors, or your DM got sick of traps and quit using them.
New philosophy is to make traps big, gaudy, and obvious. That way they function as a puzzle for the players to solve. Out witting the traps becomes an accomplishment with which the players actually feel satisfied, instead of something to be endured, the damage repaired, and then forgotten.
New philosophy is to make traps big, gaudy, and obvious. That way they function as a puzzle for the players to solve. Out witting the traps becomes an accomplishment with which the players actually feel satisfied, instead of something to be endured, the damage repaired, and then forgotten.