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Why Combat is a Fail State - Blog and Thoughts
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<blockquote data-quote="TiQuinn" data-source="post: 9613465" data-attributes="member: 4871"><p>So IMO, this is what I’m trying to avoid and it’s why a straight up retroclone that wants to emulate these features of older modules doesn’t appeal to me. The pit-trapped hallway in Tomb of Horrors for example works because there’s layers of traps occurring in that one room, as well as non-trapped features and riddles that the party needs to figure out - it works together as a whole. Transporting that same trapped hallway into another adventure often just shifts that single element - the pit traps - and now it simply feels like a gotcha. They have no greater context. </p><p></p><p>If you look at another adventure like White Plume Mountain, it’s certainly a funhouse dungeon, but it doesn’t repeat that element - the traps are unique and memorable. Shadowdark does a good job of trying to teach GMs how to create unique traps that aren’t gotchas. If there’s a pit trap, as an example, there should be some sort of indicator that something is amiss. Blood may stain the floor and then stop abruptly. A boot print may be halfway cut off where the pit opens up, or dust on the floor shows where something or someone slid or was dragged down the hallway.</p><p></p><p>I like smarter adventures that blend older styles of play with better design.</p></blockquote><p></p>
[QUOTE="TiQuinn, post: 9613465, member: 4871"] So IMO, this is what I’m trying to avoid and it’s why a straight up retroclone that wants to emulate these features of older modules doesn’t appeal to me. The pit-trapped hallway in Tomb of Horrors for example works because there’s layers of traps occurring in that one room, as well as non-trapped features and riddles that the party needs to figure out - it works together as a whole. Transporting that same trapped hallway into another adventure often just shifts that single element - the pit traps - and now it simply feels like a gotcha. They have no greater context. If you look at another adventure like White Plume Mountain, it’s certainly a funhouse dungeon, but it doesn’t repeat that element - the traps are unique and memorable. Shadowdark does a good job of trying to teach GMs how to create unique traps that aren’t gotchas. If there’s a pit trap, as an example, there should be some sort of indicator that something is amiss. Blood may stain the floor and then stop abruptly. A boot print may be halfway cut off where the pit opens up, or dust on the floor shows where something or someone slid or was dragged down the hallway. I like smarter adventures that blend older styles of play with better design. [/QUOTE]
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