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Wandering Monsters: Living Traps
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<blockquote data-quote="I'm A Banana" data-source="post: 6141072" data-attributes="member: 2067"><p>I see Wyatt's in fine "badwrongfun!" mode this time around. </p><p></p><p>Ear seekers, rot grubs, and the like, have a place in a more challenge-oriented, casual, disposable kind of game. If the challenge is to survive the dungeon, killing PC's for caution, for greed, and for carelessness are all fair game. Heck, that's <em>part of the fun</em> when you play these kinds of games. </p><p></p><p>They don't work well in more story-focused games, but that's not all D&D is. Wyatt's wrong to disregard other game styles, here. </p><p></p><p>They're ALSO useful in other kinds of games, if you ratchet down the lethality. They are interesting challenges, scene-setting kinds of obstacles that help keep characters from feeling comfortable in what is essentially an alien, harsh, deadly environment. No, the water in the dungeon might not be safe. No, you can't just dig around in every pile to see if it has treasure. No, you can't always listen to see what might happen in the next room. Sometimes, that's a bad idea (even if it's not always 100% DEADLY).</p><p></p><p>I'm on board with 99% of the article in considering these critters as traps or hazards or diseases -- that's what they are, that's what they should be, that's the smart way to treat them. </p><p></p><p>But I will note that he forgot the vanguard for this: <em>the rust monster</em>. If any monster is a trap (and a lot of 1e monsters were!), that one is, and demonstrates handily the insanity of trying to turn everything into a combat monster.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6141072, member: 2067"] I see Wyatt's in fine "badwrongfun!" mode this time around. Ear seekers, rot grubs, and the like, have a place in a more challenge-oriented, casual, disposable kind of game. If the challenge is to survive the dungeon, killing PC's for caution, for greed, and for carelessness are all fair game. Heck, that's [i]part of the fun[/i] when you play these kinds of games. They don't work well in more story-focused games, but that's not all D&D is. Wyatt's wrong to disregard other game styles, here. They're ALSO useful in other kinds of games, if you ratchet down the lethality. They are interesting challenges, scene-setting kinds of obstacles that help keep characters from feeling comfortable in what is essentially an alien, harsh, deadly environment. No, the water in the dungeon might not be safe. No, you can't just dig around in every pile to see if it has treasure. No, you can't always listen to see what might happen in the next room. Sometimes, that's a bad idea (even if it's not always 100% DEADLY). I'm on board with 99% of the article in considering these critters as traps or hazards or diseases -- that's what they are, that's what they should be, that's the smart way to treat them. But I will note that he forgot the vanguard for this: [I]the rust monster[/I]. If any monster is a trap (and a lot of 1e monsters were!), that one is, and demonstrates handily the insanity of trying to turn everything into a combat monster. [/QUOTE]
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