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General Tabletop Discussion
*TTRPGs General
Two Dozen Nasty DM Tricks
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<blockquote data-quote="Pbartender" data-source="post: 4680960" data-attributes="member: 7533"><p>So, here's one of my favorite tricks. It's not real fancy, but it has a history of stumping PCs (at least briefly).</p><p></p><p>The "Airlock" Room... A small room with two doors. It's best to make the doors and walls of the room out of some practically impervious material that can't easily be reshaped by magic. At it's simplest, one door cannot be opened without the other being closed.</p><p></p><p>Most adventurers open a door and enter a room, never bothering to close the door behind them. It a gotcha puzzle, and it'll really get the player thinking about how to get past that second door.</p><p></p><p>To make it interesting... When both doors are closed, have something else happen after both doors are closed, but before the second can be opened. Perhaps it is an airlock, and the rooms slowly floods with water before the second door opens to an underwater area. Perhaps the room is an elevator and moves between levels in the dungeon before opening the second door. Or maybe it's a decontamination room, and breifly fills with a mildly poisonous gas, or sterilizing flames.</p><p></p><p>What ever happens, be sure to give it a slow onset, so that the PCs have a few rounds to initiate appropriate counter-measures, if they happen to have them available. Plus, it really ratchets up the tension when you describe the faint wisps of greenish gas leaking from tiny holes in the ceiling and very quietly make hissing noises for the next three minutes while the players try to decide what to do. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Pbartender, post: 4680960, member: 7533"] So, here's one of my favorite tricks. It's not real fancy, but it has a history of stumping PCs (at least briefly). The "Airlock" Room... A small room with two doors. It's best to make the doors and walls of the room out of some practically impervious material that can't easily be reshaped by magic. At it's simplest, one door cannot be opened without the other being closed. Most adventurers open a door and enter a room, never bothering to close the door behind them. It a gotcha puzzle, and it'll really get the player thinking about how to get past that second door. To make it interesting... When both doors are closed, have something else happen after both doors are closed, but before the second can be opened. Perhaps it is an airlock, and the rooms slowly floods with water before the second door opens to an underwater area. Perhaps the room is an elevator and moves between levels in the dungeon before opening the second door. Or maybe it's a decontamination room, and breifly fills with a mildly poisonous gas, or sterilizing flames. What ever happens, be sure to give it a slow onset, so that the PCs have a few rounds to initiate appropriate counter-measures, if they happen to have them available. Plus, it really ratchets up the tension when you describe the faint wisps of greenish gas leaking from tiny holes in the ceiling and very quietly make hissing noises for the next three minutes while the players try to decide what to do. ;) [/QUOTE]
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