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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #86
10 Ways To Use Traps To Enhance An Adventure, Part II
Contents:
This Week's Tips Summarized
10 Ways To Use Traps To Enhance An Adventure, Part II
- Traps Consist Of A Prepared Response To A Specific Condition
- Traps Are Costly
- A Tomb Is A Great Place For A Trap
- Not All Traps Respond Only To Touch
- Dungeons Do Not Consist Of Clean, Horizontal 10' X 10' Corridors
Readers' Tips Summarized
- General GMing Tips: 3 Laws of GMing & Pucks
- General GMing Tips: Charts & Rune Dice
- Don't Be Afraid Of Change
Return to Contents
A Brief Word From Johnn
Johnn's Back From Vacation
Well, I'm officially back from vacation now and am eager to
get back into writing more Roleplaying Tips issues. I'll be
diving into the couple hundred or so emails that backed-up
in my Inbox during my trip and hope to get my replies to you
caught up this week.
Issue Posted In Forum
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additions. Feel free to continue sending me private emails,
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issue with others.
Click here to visit the forum.
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Johnn Four
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Roleplaying Games Articles & Reviews
Check out my other Roleplaying Games web site: http://www.roleplaygames.about.com
In This Week's Spotlight: "12 Questions Answered about Kids and RPGs"
Sam Chupp, RPG author and founder of the Kids-RPG list,
answers important questions about roleplaying games and
children: http://www.roleplaygames.about.com/library/weekly/aa081501.htm
New Product Reviews:
D&D: Return to the Temple of Elemental Evil
http://www.roleplaygames.about.com/library/bltempleofevil.htm
D20: The Slayer's Guide to Centaurs
http://www.roleplaygames.about.com/library/blcentaur.htm
Return to Contents
10 Ways To Use Traps To Enhance An Adventure, Part II
A Guest Article by Aki Halme akihalme@surfeu.fi
- Traps Consist Of A Prepared Response To A Specific Condition
Traps are also a mind game. The party will change its
expectations according to what they get. Standard traps that
form a pattern could make a party change its marching order
correspondingly. Traps may take advantage of this by
building patterns of expectation and then pulling occasional
surprises.
A trap can be thought of in terms of their Quality, Cost,
Delivery, Safety, and Morale (QCDSM, another consultants'
tool that has multiple uses in evaluating and developing
various issues).
High quality traps can remain reliable and operative for a
long time even without maintenance. They are economical to
build and deliver their effect exactly when, where, and how
they should. They are safe to handle by those not intended
as their targets, and in accordance with the morale of those
who designed, paid for, built, and live near them. Of
course, not all traps are high-quality traps. They can fail
in one or more of the five key ways, even all of them.
In order to work, a trap needs to be able to monitor the
conditions around it in some way (trigger). It needs a way
to deliver the response (effect), and some way to combine
the two (connection). Those three can to some extent merge
in simple traps, or they can be fully separate. A simple
trap might be a door handle covered by contact poison. It
detects attempts to open the door, and has the prepared
response of poisoning the intruder. The connection is rather
immediate.
A more complex trap might involve a trip wire to detect
intrusion, a string to transmit the effect, and a triggered
crossbow ready to deliver the response. Another kind of
trap, an ambush, would consist of rogues hiding next to a
road, a spotter, and the agreement of how the spotter would
tell the other rogues when to launch the ambush.
Think of the trigger, the connection, and the effect
separately. Then the players can use their ingenuity against
the trap by pursuing any of the four basic ways to overcome
the trap:
- Bypass the trigger. This leaves the trap intact. Doing so
is often difficult and risky, but possible.
- Sever the connection between the trigger and the effect.
The trap can still go off, but no longer cause harm.
- Prevent the effect itself.
- Trigger the trap, survive the effect. Many traps expend
their potential all at once. Not all, but most.
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- Traps Are Costly
Some traps cost little to build, others plenty. They also
take ingenuity and can be a hazard for those (if any) who
live in the area where the trap is placed. Doors are cheaper
and simpler, even hidden ones, and a trap that is bypassed
or otherwise avoided is a missed investment.
A trap that is triggered can also be a missed investment if
it does not stop the intrusion: it makes little difference
to the victim of a robbery whether his treasure is divided
between four or five thieves. Thus, traps should be used
with care and mainly in places where they are either very
visible and deter intruders, or in places where they are
difficult to avoid.
Keeping cost effectiveness in mind is not the same as
keeping all traps in the campaign cheap yet deadly. Some who
pay for traps have a craving for the feeling of security or
self-importance derived from being surrounded by traps.
Some build traps instinctively. Others simply love traps -
collecting them, designing them, building them, owning them.
Some need to protect something with desperate intensity, and
are ready to go to great lengths to increase its protection.
Some simply have plenty of resources in their hands, enough
to make the cost of traps irrelevant. Pharaohs of ancient
Egypt certainly did, hence the pyramids and the traps in
them - of course, they were also highly motivated as they
had the afterlife to worry about.
The lair of a lich would certainly be well defended with
defensive traps, mainly but not exclusively magical. A lich
is typically, after all, powerful, solitary, and smart, and
thus not very eager to risk eternity by winding up in a melee
with an adventuring party. Who knows, the adventurers might
have uncovered some hidden weakness, have special resources,
or simply get lucky. So why take unnecessary chances when
summoned creatures and traps can do the work of defending
the lair from routine hazards without putting the lich
itself at risk? Of course, eternity can get boring, so an
especially interesting and resourceful party of adventurers
might be granted the special honor of being slain by the
lich itself.
Keep in mind that for the people behind each trap costs are
usually an issue. Consider replacing the trap with a door or
a wall. Mostly use traps only where they are really needed,
such as areas where they replace a guard.
Return to Contents
- A Tomb Is A Great Place For A Trap
Those who paid for a tomb trap are likely to have wanted the
rest of the deceased never to be disturbed again so there is
no need to pull punches. Tomb traps can be built without
worrying about innocent bystanders: any who trigger the
trap are almost certainly grave robbers, and thus people
that the trap builders would like to see destroyed or
trapped forever. Tombs are often contained and fairly small.
This makes it harder to avoid the traps. For reasons such as
these, tomb traps can be made unusually cost effective.
Further, with tombs costs are not necessarily an issue. The
graves of the rich and powerful sometimes see a great
investment of funds, as they are the last chance of the
deceased to spend money on himself. Those who inherit the
money and the power can make grave traps elaborate, deadly,
expensive, beautiful.. and may be unusually inclined to do
so. They are not actually spending their own money, but
their predecessor's. It can well be politically convenient
for a person to provide his predecessor with a wondrous
grave, complete with truly fiendish traps.
Religion is also a factor, as it always is when concerning
transition into afterlife.
If you have a particularly wicked trap in mind and no place
for it, perhaps it could be guarding a tomb.
Return to Contents
- Not All Traps Respond Only To Touch
Many traps work when something is touched or moved. They
tend to be triggered by doors opened, tripwires pulled,
weights placed on pressure plates, objects touched or moved.
Yet not all.
Traps can respond to light sources, sounds, presence or
absence of life in an area, a person dying...just about
anything, given sufficient resources and motivation. Magic
and ingenuity provide plentiful options.
Mindless undead creatures are especially useful as trap
triggers. They are relatively inexpensive, and much more
versatile at detecting intrusion than most simple traps. All
they need is to detect the presence of the party and they
will strive to do what they were instructed to do. Attacking
is simple, and in most cases not very effective. Manually
triggering traps, using single-shot or limited-charge magic
items are other, far more deadly options.
If your players are used to believing that everything is
safe as long as they don't touch it, perhaps they should be
shown wrong.
Return to Contents
- Dungeons Do Not Consist Of Clean, Horizontal 10' X 10' Corridors
Traps are but a part of the environmental hazards that
adventurers face. The areas where treasure is to be expected
is seldom clean. There can be piles of rubble and trash,
even cave-ins. Passages can be covered with grime and soot.
They can be dark, and they may have bad air conditioning or
poisonous air. Corridors can have sections missing, have
uneven floors, missing ceilings, missing roofs.
Deadfalls, cave-ins and falling walls are a risk even in
areas that have not been intentionally trapped. Not all
passages are meant to be walked in; they can be slanted in
the most awkward angles, flooded, and far from the standard
size.
The luxury of horizontal, smooth, clean, trap-free, wide
passages applies mainly to areas where roughly man-sized
people with an appropriate philosophy on life have recently
dwelled or still do. For obvious reasons, adventurers may
have reasons to avoid those areas. Further, not all people
are human-sized. The home of a giant, or the dwelling of a
tribe of goblins is not likely to be easy for standard-sized
adventurers to walk in.
Highly variable working conditions is one of the
occupational hazards of being an adventurer. Combined with
defenders who are on home ground, in a setting alien to the
adventurers, with traps that work against intruders and/or
benefit the defenders, and you force the players to adapt
and improvise if they intend to overcome.
Return to Contents
About the author:
Aki Halme has been involved in rpg's for the past 17 years.
His gaming experience includes playing, running, and
designing various games, including ccg's, tabletop games,
live-action games, and PBeMs. He's currently getting his
Masters' degree in engineering and physics, the very two
things he has never studied.
Tips Request: "Trap Avoidance"
One reader made a good observation that magic, among other
methods, can be used to detect, avoid, and even disarm traps
that could have taken you a long time to plan out.
While this might be a reward for smart players, it could
also make things too unchallenging and boring for the PCs
after several easy successes.
So, do you have any tips, feedback or advice on the topic of
trap avoidance?
Send your tips and thoughts to: johnn@roleplayingtips.com
Thanks! :)
Return to Contents
Readers' Tips Of The Week:
- General GMing Tips: 3 Laws of GMing & Pucks
From: Arkmyr
In response to your general tips request, here are some tips
I would like to share:
I came up with three laws that a GM must respect:
- Everybody must have fun (including the GM...)
- The GM must always be in control of the game, except if it
would conflict with the First Law
- The GM must be neutral, impartial, fair and never cheat
except if it conflicts with the First or Second Law.
Also, since I am using a game system in which there is an
Initiative roll at the beginning of a round, I found a way
to be sure that all players have made their move before
moving to the next round. I made a circle out of cardboard
and painted it green on one side and red on the other. At
the beginning of a round of action all players switch their
"puck" to green. That means that they can do their move.
When it's done, the puck is flipped to the red side and when
all players are red, I move to the next round.
In conjunction with the puck system, I have a wizard who
always needs a precise amount of rounds to cast spell and for
the spell's duration. We bought a small handheld counter
for golf players. It cost about $3CDN and at each turn, we
press the button to increase the round number. Since there
are two indicators we can count two different actions easily.
Here is another tip. In TV or radio, the last thing that we
remember will be the last thing we heard. That's why in many
jingles, we hear the brand name at the end, or see the logo.
I do the same thing with description.
Let's say that my players enter the throne room of a King.
The king is not the only thing but he is where I want the
players to focus. So the description will be something
like this: "You cross the doorway to enter a large,
luxurious room. On each side there are some finely carved
columns. On the floor there is a red carpet. At the end of
the carpet there is the throne on which sits the king".
Formerly, I would do it backwards by describing the most
important element first...
- General GMing Tips: Charts & Rune Dice
From: Mark W.
Hi Johnn,
The latest issue was great. Since you were asking for a few
GM tips, I thought I'd chime in.
The first tip was given to me by a fellow GM years ago and
it's worked well for me: For plot development, nothing
stimulates the creative juices for me more than having the
NPCs named beforehand. Having a name for an NPC starts one
to imagine their personality and motives more vividly, which
in turn helps the GM develop the plot based on the motives
of the NPC.
On a more technical note, make up combat charts for NPC
combatants. I use one vertical column for each NPC, divided
horizontally for each round of combat. This allows me to
visually keep track of spell duration, stun duration,
bleeders, etc., on a round-by-round basis. This is
especially handy for games like Rolemaster, which are fairly
detailed combat-wise.
Keep index cards with the PCs skills (as well as their
chance of success) handy so you can roll for them without
their knowledge when appropriate. It's very useful for
testing passive awareness skills.
Let players keep track of their own experience points,
especially if the game awards experience points for
successful skill use. GMs should do only the bare minimum
of bookkeeping. The players are likely to keep better track
of it anyway.
Encourage the group to do a session log. Or even tape
sessions, if someone is willing to transcribe the pertinent
details later.
Another Flying Buffalo product is their Rune Dice. Works
great for fortune telling, name generation, and for
generating plot hooks.
And if all else fails, don't overlook your game's encounter
tables. You might save yourself a lot of time. Both
Rolemaster (a short one in GM Law) and especially HarnMaster
2nd edition have excellent encounter and event tables.
Return to Contents
- Don't Be Afraid Of Change
From: Cy
My gaming group (most of the players were new to the game)
generally prefers roleplaying to roll-playing. We would
often go several gaming sessions without a stand-up fight.
The players seemed to like it just fine that way. We didn't
get bogged down in rules, and the game flowed somewhat
smoothly.
However, one night, I had neglected to prepare for the night's
adventure and (at that time not being very well versed at
impromptu role playing) ended up with a night filled with
just random encounters. About ten hours of random
encounters. You would think that my group would have hated
it, but they found it quite enjoyable as a break from our
normal gaming style without changing campaigns or game
systems.
After such a night I became much better at impromptu DM'ing
and we have decent fights much more often, but the group
still enjoys mostly roleplaying.
So don't be afraid to try something new within the confines
of a gaming system, changing gaming styles can make the
same-old same-old, seem new again.
Return to Contents
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