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You're doing what? Surprising the DM
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<blockquote data-quote="Lwaxy" data-source="post: 6100406" data-attributes="member: 53286"><p>But that goes for about everything else, too. I have a lot of issues with monster placements, plants encountered and totally messed up reactions of animals not only in the earlier modules. I'm constantly adjusting, rewriting and adapting scenes that make no sense to me if the world should be believable to me and my players. </p><p></p><p>The traps don't fall in that category, as the rich folks, especially the wizards of such dungeons, can be easily considered capable of placing the traps as they are. Minus the kobolds, preferably <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> So, at least the games I was involved in, the more dangerous and shrewd a trap was, the more fun it seemed to be. And as much as I love Tomb of Horrors, at times I have been wondering why in the world would anyone bother to place such relatively easily defeated traps. </p><p></p><p></p><p></p><p></p><p>That's the point, though. The books are done from the perspective of Grimtooth, so of course he wants to get the adventurers. Asides from the traps themselves, it makes the books a lot of fun to read. I had never thought that anyone would translate this to the table other than for survivor-style crawl competitions. </p><p></p><p></p><p></p><p>Never noticed this. PCs encountering those traps were usually of a high enough level to find ways around them or be resurrected later. Those traps were also considered to be expensive enough to build that they wouldn't be affordable for the standard dungeon architect. Come into a well cared for dungeon? Chances are you'd find at least one really bad trap. Otherwise, be more wary of weird monsters <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /></p><p></p><p></p><p></p><p></p><p>As the books are done from Grimtooth's POV, they don't need to be critical. They make it rather clear that this is what a troll does for fun. So if you are a troll GM, go for it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I'm known as Grimtina for a reason <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /> But then, my groups at that time weren't fond of hack and slash, but of traps in any weird fashion. No orcs in room 4, please - why would they be there, anyway? - but put a deadly trap in there and we were game. Even if it took us an hour play time to figure out how to probably get around it. And if we die before we cross, grab a new guy and cut our loss. </p><p></p><p>All in the play style, I suppose. For us, this was fun and, fitting with the original topic of this thread, GMs got surprised a lot (myself included) with solutions often very out of there and sometimes so simple the fictional trap makers would have banged their heads on the walls.</p></blockquote><p></p>
[QUOTE="Lwaxy, post: 6100406, member: 53286"] But that goes for about everything else, too. I have a lot of issues with monster placements, plants encountered and totally messed up reactions of animals not only in the earlier modules. I'm constantly adjusting, rewriting and adapting scenes that make no sense to me if the world should be believable to me and my players. The traps don't fall in that category, as the rich folks, especially the wizards of such dungeons, can be easily considered capable of placing the traps as they are. Minus the kobolds, preferably :lol: So, at least the games I was involved in, the more dangerous and shrewd a trap was, the more fun it seemed to be. And as much as I love Tomb of Horrors, at times I have been wondering why in the world would anyone bother to place such relatively easily defeated traps. That's the point, though. The books are done from the perspective of Grimtooth, so of course he wants to get the adventurers. Asides from the traps themselves, it makes the books a lot of fun to read. I had never thought that anyone would translate this to the table other than for survivor-style crawl competitions. Never noticed this. PCs encountering those traps were usually of a high enough level to find ways around them or be resurrected later. Those traps were also considered to be expensive enough to build that they wouldn't be affordable for the standard dungeon architect. Come into a well cared for dungeon? Chances are you'd find at least one really bad trap. Otherwise, be more wary of weird monsters :heh: As the books are done from Grimtooth's POV, they don't need to be critical. They make it rather clear that this is what a troll does for fun. So if you are a troll GM, go for it :D I'm known as Grimtina for a reason :devil: But then, my groups at that time weren't fond of hack and slash, but of traps in any weird fashion. No orcs in room 4, please - why would they be there, anyway? - but put a deadly trap in there and we were game. Even if it took us an hour play time to figure out how to probably get around it. And if we die before we cross, grab a new guy and cut our loss. All in the play style, I suppose. For us, this was fun and, fitting with the original topic of this thread, GMs got surprised a lot (myself included) with solutions often very out of there and sometimes so simple the fictional trap makers would have banged their heads on the walls. [/QUOTE]
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