this post was submitted on 03 Jul 2023
25 points (96.3% liked)

Dungeons and Dragons

10990 readers
1 users here now

A community for discussion of all things Dungeons and Dragons! This is the catch all community for anything relating to Dungeons and Dragons, though we encourage you to see out our Networked Communities listed below!

/c/DnD Network Communities

Other DnD and related Communities to follow*

DnD/RPG Podcasts

*Please Follow the rules of these individual communities, not all of them are strictly DnD related, but may be of interest to DnD Fans

Rules (Subject to Change)

Format: [Source Name] Article Title

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 8 points 1 year ago (11 children)

The thing about traps feels like very naive advice. They suggest just "add more traps" to make it feel more old school, but they don't discuss what makes a good trap. They mention that traps should do different amounts and types of damage, but that's far from the most important consideration. If you just peppered a bunch of pit traps and swinging blade traps all over the place it wouldn't necessarily make for a fun dungeon. Trap-heavy can be good, but you need to be thoughtful about making each trap an interesting puzzle to solve rather than just a bunch of "Oops, you forgot to say you were looking for traps. Take 2d6 damage!"

[–] [email protected] 7 points 1 year ago* (last edited 1 year ago) (7 children)

That's an apt observation!

I struggled with traps a lot in the past, both as GM and as player, because the "Oops, your forgot to say..." you describe just never felt like an interesting or satisfying outcome, and handling traps speculatively dragged the pace down and distracted a bit from the core of what's fun for my groups.

What opened my eyes was Chris McDowall (of Into the Odd & Electric Bastionland), saying that how one reacts to obvious danger, so to paraphrase: taking decisions on known and open ended problems, is one core element of RPG gameplay. You cannot make useful decisions, if you are missing too much info, otherwise it starts becoming gambling. And this really turned my mind around on using traps. I generally try to follow these recommendations from old-school or old-school adjacent games:

  • Characters generally see signs of traps, if they are not running, distracted, etc. So for example: obvious holes in the wall, prior unlucky adventurer's remains with and obvious appropriate wound, etc.
  • Taken from old-school DnD: traps do not trigger reliably, but only on a 33% or 50% chance.
  • Traps mostly cannot be disarmed by character skill alone, but rather the players should figure a way around it.

And in my experience, this transformed the "Oops, Take 2d6 damage!" into a fun bit of "How do we best get through this hall of spears, without getting skewered?" problem solving.

[–] [email protected] 4 points 1 year ago (1 children)
[–] [email protected] 2 points 1 year ago

Thanks for sharing! I was not aware of The Angry GM, but this article looks pretty well thought out at first glance. Will add it to my reading list!

load more comments (5 replies)
load more comments (8 replies)