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Two Dozen Nasty DM Tricks
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<blockquote data-quote="small pumpkin man" data-source="post: 4680978" data-attributes="member: 57910"><p>The difference, I find, between good traps and bad traps only partly whether or not they give you a save, or how deadly they are, I find the larger part is whether or not it involves pixel-bitching.</p><p></p><p>A while ago my old DM ran us through an old style dungeon full of horrors which had been sealed off, because obviously you can't just destroy them style dungeon, full of absurd traps and things you're really not supposed to touch. It may or may not have been called the Bane Warrens.</p><p></p><p>When the Rogue decided to steal the Evil Axe, and was mind-controlled, went on a killing spree before being killed by the city watch it was cool. When I decided to pull a lever just to see what it did and it flooded the room and released several giant octopus it was funny (well, I though it was). When the Fighter was almost killed because he tried putting on some cloaks without IDing them everyone except him found it amusing. When I fireballed some large clay pots and it released a bunch of demonic wasps it was amusing. When the same Fighter was turning into a vampire because he walked into the sickly green mist which came out of a small obviously Evil Jar he complained but everyone else kinda saw it coming (well, not the vampire part, that was weird, but something bad, sure). I'm pretty sure there were a bunch of traps on doors to, and some sort of giant magma ooze exploding out of a chest when it was opened, I'm sure there was a mimic and a bunch of different coloured tiles where some were traps and some were good and which were which was based on the fibinachi sequence there somewhere, and if there wasn't there should have been, but the point is I was okay with all of that, all of them involved either conscious choices, or genre blindness.</p><p></p><p>When the <em>next</em> rogue had his favourite awesome greatsword taken out of his hands by some sort of magic trap halfway down an unmarked corridor with no means of retrieving it, (even though he saw it slowly floating away help by an invisible force hand) that was not cool, and the player, citing other reasons, did not come back the next week, or until we started a new game. I do not blame him. I would consider things like "You didn't check your new bag of holding to see if it had rust monsters in it because you didn't say you did" to be somewhat similar.</p></blockquote><p></p>
[QUOTE="small pumpkin man, post: 4680978, member: 57910"] The difference, I find, between good traps and bad traps only partly whether or not they give you a save, or how deadly they are, I find the larger part is whether or not it involves pixel-bitching. A while ago my old DM ran us through an old style dungeon full of horrors which had been sealed off, because obviously you can't just destroy them style dungeon, full of absurd traps and things you're really not supposed to touch. It may or may not have been called the Bane Warrens. When the Rogue decided to steal the Evil Axe, and was mind-controlled, went on a killing spree before being killed by the city watch it was cool. When I decided to pull a lever just to see what it did and it flooded the room and released several giant octopus it was funny (well, I though it was). When the Fighter was almost killed because he tried putting on some cloaks without IDing them everyone except him found it amusing. When I fireballed some large clay pots and it released a bunch of demonic wasps it was amusing. When the same Fighter was turning into a vampire because he walked into the sickly green mist which came out of a small obviously Evil Jar he complained but everyone else kinda saw it coming (well, not the vampire part, that was weird, but something bad, sure). I'm pretty sure there were a bunch of traps on doors to, and some sort of giant magma ooze exploding out of a chest when it was opened, I'm sure there was a mimic and a bunch of different coloured tiles where some were traps and some were good and which were which was based on the fibinachi sequence there somewhere, and if there wasn't there should have been, but the point is I was okay with all of that, all of them involved either conscious choices, or genre blindness. When the [i]next[/i] rogue had his favourite awesome greatsword taken out of his hands by some sort of magic trap halfway down an unmarked corridor with no means of retrieving it, (even though he saw it slowly floating away help by an invisible force hand) that was not cool, and the player, citing other reasons, did not come back the next week, or until we started a new game. I do not blame him. I would consider things like "You didn't check your new bag of holding to see if it had rust monsters in it because you didn't say you did" to be somewhat similar. [/QUOTE]
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