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Traps: yay or nay?
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<blockquote data-quote="5ekyu" data-source="post: 7292605" data-attributes="member: 6919838"><p>I have usually been against the more traditional module type traps.</p><p></p><p>Always asked myself - dont these bad guys ever get drunk? I hurt myself in a normal safety house enough... no chance i am setting up traps in the hallways.</p><p></p><p>on the other hand, especially in ruins and such, terrain is a godsend. Floors not built to collapse but collapsing on their own due to age and neglect. Slide down into oooze, well more a case of an eco-system than a trap.</p><p></p><p>Now, some exceptions for genre appropriate like say "lost tombs with traps to stop grave robbers - sure.</p><p></p><p>Setup set pieces where defenders have placed things to help with the defense - yep.</p><p></p><p>Ambushes where the "obvious cover" has punji sticks hidden or where the falling logs will make you rush onto a bridge that has been compromised or thru an illusion - sure.</p><p></p><p>but the cast majority of the simple "gotcha"... nah.</p><p></p><p>Remembering galaxy Quests where after running thru the CHOMPERS Sigourney Weaver yelled about wanting to shoot whoever wrote that.</p><p></p><p>My advice would be to any Gm spend no time of traps. Spend none of your design time on them and none of your face-to-face time on them because almost anything else you spend it on will provide more payoff. then, one day, you will be setting up a scene and... a pit or a rope or a barrel of oil will seem just right to be there. And then let it be there.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7292605, member: 6919838"] I have usually been against the more traditional module type traps. Always asked myself - dont these bad guys ever get drunk? I hurt myself in a normal safety house enough... no chance i am setting up traps in the hallways. on the other hand, especially in ruins and such, terrain is a godsend. Floors not built to collapse but collapsing on their own due to age and neglect. Slide down into oooze, well more a case of an eco-system than a trap. Now, some exceptions for genre appropriate like say "lost tombs with traps to stop grave robbers - sure. Setup set pieces where defenders have placed things to help with the defense - yep. Ambushes where the "obvious cover" has punji sticks hidden or where the falling logs will make you rush onto a bridge that has been compromised or thru an illusion - sure. but the cast majority of the simple "gotcha"... nah. Remembering galaxy Quests where after running thru the CHOMPERS Sigourney Weaver yelled about wanting to shoot whoever wrote that. My advice would be to any Gm spend no time of traps. Spend none of your design time on them and none of your face-to-face time on them because almost anything else you spend it on will provide more payoff. then, one day, you will be setting up a scene and... a pit or a rope or a barrel of oil will seem just right to be there. And then let it be there. [/QUOTE]
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