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Two Dozen Nasty DM Tricks
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<blockquote data-quote="Reynard" data-source="post: 4680605" data-attributes="member: 467"><p>This has more to do with overall milieu and adherence to "realism" than anything else, though. If you take the "D&D world" out of core rules and assume an "adventurer culture" as described for PCs in the core books, nasty tricks and traps do make sense and are logical.</p><p></p><p>I recently purchased The Gazeteer of the Known Realms from Goodman Games (DCC #35) and was impressed with the 0 level adventure in it as an example of "old school" adventure design. There are quite a few fiendish traps and tricks within, all of which are given context in the adventure and are placed in such a way as not to be constantly be set off by the inhabitants (kobolds in this case). In some instances, the traps are subtly marked so that the kobolds avoid them (and PCs have a chance of noticing the marks) and some are in areas where the kobolds don't venture specifically because the traps are there.</p><p></p><p>The existence of traps and tricks doesn't mean much of anything about the "maturity" or "realism" of an adventure location's design. All it suggests is the truism that some people do in fact enjoy these things in their games -- and not just "one person" at the table.</p></blockquote><p></p>
[QUOTE="Reynard, post: 4680605, member: 467"] This has more to do with overall milieu and adherence to "realism" than anything else, though. If you take the "D&D world" out of core rules and assume an "adventurer culture" as described for PCs in the core books, nasty tricks and traps do make sense and are logical. I recently purchased The Gazeteer of the Known Realms from Goodman Games (DCC #35) and was impressed with the 0 level adventure in it as an example of "old school" adventure design. There are quite a few fiendish traps and tricks within, all of which are given context in the adventure and are placed in such a way as not to be constantly be set off by the inhabitants (kobolds in this case). In some instances, the traps are subtly marked so that the kobolds avoid them (and PCs have a chance of noticing the marks) and some are in areas where the kobolds don't venture specifically because the traps are there. The existence of traps and tricks doesn't mean much of anything about the "maturity" or "realism" of an adventure location's design. All it suggests is the truism that some people do in fact enjoy these things in their games -- and not just "one person" at the table. [/QUOTE]
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