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
What Are Traps For?
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="EzekielRaiden" data-source="post: 9269794" data-attributes="member: 6790260"><p>Because it isn't a puzzle if there's only three ways to do a particular thing and that thing comes up every other session. It becomes "oh, another 'block the hole' scene. Look at how much fun we're having." Hence why I referenced a lack of creativity. Problem-solving is only interesting when the problem is in fact solvable, <em>and</em> the problem is distinct enough to require thought.</p><p></p><p>All the "Hard Fun" "Nightmare Fuel" traps I've ever seen could be summarized on a 3x5 note card and thus obviate any actual thinking. Do the SOP for whatever standard dungeon trap it is and move on. Or--in a bitter irony, given how such DMs are so prone to fling accusations of this at other games--"think with your character sheet," just the equipment/inventory section rather than the actions/skills section.</p><p></p><p></p><p>Except that it's always the DMs who bill themselves as offering a "challenging" game that do this, IME. Because, apparently, "there's no way to win" is "challenging," as opposed to simply being unwinnable.</p><p></p><p>Casual DMs aren't interested in making unwinnable stuff, because they just want to have a good time and hang out. And then, of course, there are all the other kinds of DMs (that is, ones that aren't like your inexplicable "Hard Fun" "Nightmare Fuel" <em>and</em> aren't "Bad Casual"), that generally also don't want unwinnable stuff. (Of course, there will be a few who are forcing a railroad or whatever, where failure is the only option because they need the players to walk through the <s>plot of the novel they're writing</s> <em>do the obviously correct thing</em> in order to move on.) E.g. I would consider myself a "Serious Roleplay" DM, if I had to use terminology like yours (given, again, I don't actually know what "Hard Fun" and "Nightmare Fuel" mean, despite having asked)--I take worldbuilding and character arcs very seriously, I want to see a character grow and change and respond to dilemmas, and I want players who care about what happens to their characters, their NPC allies, and the world the characters inhabit. And when I'm a player, I want to experience that myself--I want to care about my character and his (usually his) story, and the story of the world, and the things they do.</p><p></p><p>That's actually a big part of why I find pure-attrition traps (and most other pure-attrition "challenges") so boring.</p><p></p><p></p><p>Okay. What, exactly, makes a trap interesting? You're quite confident you are not such a DM. What do you do? Walk me through the process of designing and using a trap. If it actually is as valuable as you say, then adding it to my own game will be of benefit.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9269794, member: 6790260"] Because it isn't a puzzle if there's only three ways to do a particular thing and that thing comes up every other session. It becomes "oh, another 'block the hole' scene. Look at how much fun we're having." Hence why I referenced a lack of creativity. Problem-solving is only interesting when the problem is in fact solvable, [I]and[/I] the problem is distinct enough to require thought. All the "Hard Fun" "Nightmare Fuel" traps I've ever seen could be summarized on a 3x5 note card and thus obviate any actual thinking. Do the SOP for whatever standard dungeon trap it is and move on. Or--in a bitter irony, given how such DMs are so prone to fling accusations of this at other games--"think with your character sheet," just the equipment/inventory section rather than the actions/skills section. Except that it's always the DMs who bill themselves as offering a "challenging" game that do this, IME. Because, apparently, "there's no way to win" is "challenging," as opposed to simply being unwinnable. Casual DMs aren't interested in making unwinnable stuff, because they just want to have a good time and hang out. And then, of course, there are all the other kinds of DMs (that is, ones that aren't like your inexplicable "Hard Fun" "Nightmare Fuel" [I]and[/I] aren't "Bad Casual"), that generally also don't want unwinnable stuff. (Of course, there will be a few who are forcing a railroad or whatever, where failure is the only option because they need the players to walk through the [S]plot of the novel they're writing[/S] [I]do the obviously correct thing[/I] in order to move on.) E.g. I would consider myself a "Serious Roleplay" DM, if I had to use terminology like yours (given, again, I don't actually know what "Hard Fun" and "Nightmare Fuel" mean, despite having asked)--I take worldbuilding and character arcs very seriously, I want to see a character grow and change and respond to dilemmas, and I want players who care about what happens to their characters, their NPC allies, and the world the characters inhabit. And when I'm a player, I want to experience that myself--I want to care about my character and his (usually his) story, and the story of the world, and the things they do. That's actually a big part of why I find pure-attrition traps (and most other pure-attrition "challenges") so boring. Okay. What, exactly, makes a trap interesting? You're quite confident you are not such a DM. What do you do? Walk me through the process of designing and using a trap. If it actually is as valuable as you say, then adding it to my own game will be of benefit. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What Are Traps For?
Top