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What's your favorite trap?
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<blockquote data-quote="Celebrim" data-source="post: 6221179" data-attributes="member: 4937"><p>I'm not trying to bait you into anything. I would like an open debate on the virtues and misuses of traps. That is to say, in the context of a discussion of 'favorite traps', I find it appropriate to also investigate what makes a trap good and memorable - otherwise, some novice DM is just going to repeat mistakes that have lead to whole groups rejecting dungeon crawling as worthwhile and fun. If you want to call it an 'argument', fine, it's an argument. We disagree. Feel free to not respond, if you don't find it worthwhile to disagree, but what's the point of saying you don't want an argument and then arguing with me?</p><p></p><p>I find your example of your favorite trap to be a misuse of traps of the sort that gives traps (and dungeons) a bad name, and indeed I find the question of 'how can I design good traps' rather more important than lists of traps. Or hobby has already suffered from too many lists of stupid traps. I find you example poorly designed - it's random, doesn't provoke any interesting problem solving or team work, carries little weight as an encounter (despite requiring a 20th level caster to pull off), is nothing but irritating after the 'joke' wears off, and above all can't logically be anticipated by the players with the result that it creates a scenario where you are punished for not checking for traps on everything. So either the player must choose between ruining his experience of play by pixel bitching, or randomly putting up with the DM's petty 'gotchas'. I don't approve of your trap; I consider it abusive and unfun, and would never use it or recommend anyone using it. It has no place within a coherent logical dungeon environment, except the far over used 'mad god's funhouse' trope. </p><p></p><p>You can consider strong contradiction inflammatory if you like, but any emotional response is your own. Don't take it personal; I'd be perfectly willing to take on the writers of the Grimtooth books as well.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6221179, member: 4937"] I'm not trying to bait you into anything. I would like an open debate on the virtues and misuses of traps. That is to say, in the context of a discussion of 'favorite traps', I find it appropriate to also investigate what makes a trap good and memorable - otherwise, some novice DM is just going to repeat mistakes that have lead to whole groups rejecting dungeon crawling as worthwhile and fun. If you want to call it an 'argument', fine, it's an argument. We disagree. Feel free to not respond, if you don't find it worthwhile to disagree, but what's the point of saying you don't want an argument and then arguing with me? I find your example of your favorite trap to be a misuse of traps of the sort that gives traps (and dungeons) a bad name, and indeed I find the question of 'how can I design good traps' rather more important than lists of traps. Or hobby has already suffered from too many lists of stupid traps. I find you example poorly designed - it's random, doesn't provoke any interesting problem solving or team work, carries little weight as an encounter (despite requiring a 20th level caster to pull off), is nothing but irritating after the 'joke' wears off, and above all can't logically be anticipated by the players with the result that it creates a scenario where you are punished for not checking for traps on everything. So either the player must choose between ruining his experience of play by pixel bitching, or randomly putting up with the DM's petty 'gotchas'. I don't approve of your trap; I consider it abusive and unfun, and would never use it or recommend anyone using it. It has no place within a coherent logical dungeon environment, except the far over used 'mad god's funhouse' trope. You can consider strong contradiction inflammatory if you like, but any emotional response is your own. Don't take it personal; I'd be perfectly willing to take on the writers of the Grimtooth books as well. [/QUOTE]
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