Two Dozen Nasty DM Tricks
Are your players too comfortable? Do they run pell mell into battle, wander confidently through dungeon corridors or loot with abandon? Do they leave town without a 10' pole or iron spikes? Are they certain that whatever they might encounter will be little more than a minor diversion along their path to Epic levels, never truly fearing for their characters lives? If you answered yes to any of these questions, then it's time to face facts: you're a soft DM, a push over behind the screen. Buit don't despair! It's not too late for you to flex your DMing muscles and remind them that it isn't paranoia if you really are out to get them. To help you find your inner RBDM, I've compiled the following list of Nasty DM Tricks you can -- and should! -- spring on them. And when you've worked through this list, start your own and share it with other DMs, so that they too can free themselves from the shackles of wussification.
1. Vials clearly marked as potions of healing filled instead with one of the following: poison, acid or "cause wounds" (this last one is particularly nasty, as a detect magic spell will not reveal the trick).
2. A magical scabbard filled with a powder extracted from rust monsters.
3. A room filled with corpses and covered by an anti-magic zone. When the door on the other side is opened (revealing a wall) a block falls in front of the entrance and the anti-magic zone is removed, reanimating the zombies.
4. Smear contact poison on the mechanism by which a trap would be disarmed. To add insult to injury, make the trap itself harmless.
6. The PCs find a bag of holding; unbeknownst to them, there are already 2 rust monsters placed in the bag.
12. A stuck door that is made of balsam wood or an equally weak material, with a pit trap directly behind it.
19. Four mimics in the shape of pillars hold up the ceiling; if they are killed the ceiling collapses.
I won't get into an argument over whether this sort of play is fun or is "fair" or anything else. However, i do find it interesting that many folks seem to have pretty damn strong feelings about it.
AHDM
Something that's starts out as a unique and interesting challenge or a cunning turn of plot or twist of fate can quickly and easily be turned into a thinly veiled excuse to unavoidably screw your players, if you're not careful about it.
I won't get into an argument over whether this sort of play is fun or is "fair" or anything else. However, i do find it interesting that many folks seem to have pretty damn strong feelings about it.
Traps that somehow avoid all the trap-finding mechanics in the game (and that thereby punish you for using said trap-finding mechanics) are pretty much "Exhibit A" of this phenomenon.
Yup. You have to be a DM to really appreciate them.
Pbartender said:That's because there's a very fine line between being an RBDM and an AHDM.
Something that's starts out as a unique and interesting challenge or a cunning turn of plot or twist of fate can quickly and easily be turned into a thinly veiled excuse to unavoidably screw your players, if you're not careful about it.
Reynard said:This depends on whether "trap finding mechanics" are the sole determiner of whether a trap is found. I am of the school of thought that you'd no sooner allow a player to declare "I search for traps in the room" and make a roll than you would allow a player to say "I convince the duke to give us men-at-arms and a charter" and make a roll. Both of these situations require more imput from the players to get an effective output from the DM. Of course, YMMV.