Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Want to use traps? Make them obvious
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kariotis" data-source="post: 9334952" data-attributes="member: 7035116"><p>It's my number one advice on anything trap-related: reverse psychology. Common sense tells us the players are after the loot, and it's secured by well-hidden traps. Well, if you spring a trap you only got the one moment of discovery. Suspense is a much better dynamic <strong>at a gaming table</strong>. Put the traps out in the open. Make them big and elaborate. Avoid hiding them behind spot-checks, just tell the players what the obstacles are so that they can start racking their brains at it. Then you start getting the character interactions, the in-game anecdotes about how "it's just like when we were under Waterdeep", the Rube-Goldberg disarming schemes, people volunteering for crazy experiments. You don't even need much of an incentive or none at all. You can hide <strong>the loot</strong>. If anything, they will assume that an elaborate trap means that there's something important it's protecting, making them want it more than if it's out in the open. All you gotta make sure is that you honor that assumption. Even if it isn't loot, it should be worth the effort.</p><p></p><p>Now, of course that doesn't mean you can't have your trip wire or rolling boulder trap from time to time to mix things up. But in general I've found it much more rewarding to think of traps as obstacles that are to be investigated than surprises to be sprung on the party. Think more heist movie and less Tom & Jerry.</p></blockquote><p></p>
[QUOTE="Kariotis, post: 9334952, member: 7035116"] It's my number one advice on anything trap-related: reverse psychology. Common sense tells us the players are after the loot, and it's secured by well-hidden traps. Well, if you spring a trap you only got the one moment of discovery. Suspense is a much better dynamic [B]at a gaming table[/B]. Put the traps out in the open. Make them big and elaborate. Avoid hiding them behind spot-checks, just tell the players what the obstacles are so that they can start racking their brains at it. Then you start getting the character interactions, the in-game anecdotes about how "it's just like when we were under Waterdeep", the Rube-Goldberg disarming schemes, people volunteering for crazy experiments. You don't even need much of an incentive or none at all. You can hide [B]the loot[/B]. If anything, they will assume that an elaborate trap means that there's something important it's protecting, making them want it more than if it's out in the open. All you gotta make sure is that you honor that assumption. Even if it isn't loot, it should be worth the effort. Now, of course that doesn't mean you can't have your trip wire or rolling boulder trap from time to time to mix things up. But in general I've found it much more rewarding to think of traps as obstacles that are to be investigated than surprises to be sprung on the party. Think more heist movie and less Tom & Jerry. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Want to use traps? Make them obvious
Top