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ITS A TRAP!

Started by Nomadic, October 10, 2008, 02:41:38 PM

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Nomadic

And you were expecting Admiral Ackbar perhaps? No this is simply a little gift to you all. I figured the CBG has done so much for me that maybe I should do something for you. So I have dug through my notes and pulled up a few of my favorite old traps. I have left out most of the crunch so that you can add it as you see fit. Feel free to use them as you want (and if you want to share your own old favorites that's plenty ok as well).

Quote from: The Hungry ChestSetup: The group comes across an old armory in somewhat dismal upkeep. There are various rusted weapons and pieces of armor. Off in the corner is a rotten weapons rack, long since fallen to pieces. In the back is a chest set on a low pedestal. Oddly, both the chest and the pedestal are in good condition and free of dust. The more perceptive of the bunch might be able to make out the words 'please keep the chest fed' on a heavily scuffed sign hanging nearby.
Likely Result: After a bit of rummaging around the group thief finally gives the chest a go. The lock is not insanely difficult (though it takes a bit of effort). After awhile they have it open and inside find an interesting assortment of items. Much of it is pieces of rusted weapons, battered swords, dull axes, and the like. Mixed in with the junk though are several obviously magical weapons (having been untouched by time). The rogue lifts out one and turns to show it to the group. There is a thud as the pedestal the chest was resting on rapidly rises up, revealing a row of holes. There is the sound of darts being fired and a line of projectiles streaks out, hitting various people at about ankle height. Feel free to add poison if you are feeling evil.
Correct Solution: Well with the proper checks and some luck, after awhile a rogue could have the trap disabled. Of course, they could also just put some of the junk in the room into the chest before looting it.
Setup: The party comes across a wooden door, which is blocking their continued journey. On the floor is a slab of rock (easily noticeable as the rest of the floor is tiled). On the slab is etched the words 'for all your might you are not worthy to stand here and yet pass'.
Likely Result: After discovering that their best efforts with the doorknob are useless the strongman gives it a test heave. Nothing happens. So backing up he charges down the door and slams into it with all his might. There is a crack and the door swings forwards, propelled by now unlocked springs, spilling him out into open space. Feel free to make it as far a drop as you want. Poisoned spikes or rabid dire llamas at the bottom are optional and dependent on taste.
Correct Solution: The riddle is alluding to standing on the slab. The correct answer is to stand to the side, on the normal tiled floor and give the door a shove. The shove is enough to unlock the mechanism. Springs then will flip over the door, carrying the slab up and around to lock in place with the opposite wall. Afterwards the party can continue across.
[/quote]
Setup: The PCs walk out into a vast room and the ground quickly drops away in the form of a massive chasm. A narrow walkway heads out over the chasm. At the end of the walkway they can make out a bridge that is hanging down with ropes running up towards the ceiling far above. Beyond the bridge is what appears to be a bullseye on the opposite wall. On the walkway itself is an image of a man walking off it (as if committing suicide) he has a look of glee on his face. Beneath him are the words 'Right way to everlasting happiness'. (this can be funny but it is even more amusing, and distracting, if its in a temple dedicated to a suicide cult).
Likely Result: One of the group fires a projectile at the target, hoping it will winch up the bridge and they can continue. Unfortunately, the target is actually a teleporter pad that teleports between itself and an invisible portal just right of the shooter. If the arrow strikes the target it goes through the portal and strikes the shooter in the side. Fast reflexes will save them from being hit, if they don't though they will need to be quick or they will fall into the chasm.
Correct Solution: Just turn right and walk into the portal. You come out on the other side and can continue through.
[/quote]

XXsiriusXX

I have to say I really like the Timer of Incorrect Assumptions.

Nomadic

Thanks I really enjoy that one too.

dolalmoth

a lot of the time pcs miss blatantly obvious clues
one time I described a room that had charred holes in the walls, "funny-looking tiles" and a lever on the far side
one pc walked across to the lever
they almost died
wow I must be tired my grammar is way down
dolalmoth was here.

Ninja D!

@ Nomadic :  These are good.  They're something beyond standard traps but still possible, if you're dealing with a place built by someone that was a bit off.  I really liked the Timer of Incorrect Assumptions.

@ dolalmoth : Maybe they deserved to die.

Nomadic

Quote from: Ninja D!@ Nomadic :  These are good.  They're something beyond standard traps but still possible, if you're dealing with a place built by someone that was a bit off.  I really liked the Timer of Incorrect Assumptions.

Indeed, the traps I use tend to be more of encounters and puzzles. And I do enjoy using eccentrics in this regard. The monks for the timer and the ex-warrior for the spin cycle of death are good examples of this. It is fun to tailor your traps to the people maintaining them.


sparkletwist

While I agree the "Timer of Incorrect Assumptions" is amusing, I also agree it's likely to get you beaten with a chair. One main reason for this is, to me, this trap especially (but all of them, kind of) don't really have any sort of clues as to what's really up. Granted, the DM could try to clue the party in, but in the descriptions, anyway, there's not much there.

Hibou

Timer is the Best.Thing.Ever.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Nomadic

Quote from: sparkletwistWhile I agree the "Timer of Incorrect Assumptions" is amusing, I also agree it's likely to get you beaten with a chair. One main reason for this is, to me, this trap especially (but all of them, kind of) don't really have any sort of clues as to what's really up. Granted, the DM could try to clue the party in, but in the descriptions, anyway, there's not much there.

Most certainly true. In my defense though the group I ran these ones with are the kind of people who enjoy solving rubics cubes and complex riddles. Also they were being dipwads the night I broke out the timer (after that night they were more careful how many energy drinks they imbibed before a session). As some help for anyone running these, you can always let your group use checks to figure out more clues. I usually do that, give them just the base and then let them try to figure it out through guesswork and skill checks. These are of course just the bases since I generally give out those kinds of clues on the spot based on what they roll (I suppose I could write a list if any of you want one; let me know if you do).

Lmns Crn

Quote from: sparkletwistWhile I agree the "Timer of Incorrect Assumptions" is amusing, I also agree it's likely to get you beaten with a chair. One main reason for this is, to me, this trap especially (but all of them, kind of) don't really have any sort of clues as to what's really up. Granted, the DM could try to clue the party in, but in the descriptions, anyway, there's not much there.
Yeah, I agree. When, as an impressionable kid, I first started reading up about D&D (quite a while ago, now that I reflect), I loved the idea of fiendish traps like this. I had versions of most of the ones in this thread, and far, far worse, and I assembled them like some wicked puzzlemaster, anxious to watch the players sweat over the solutions. Fair game, right? Since they're all technically solveable/avoidable... if your players overthink every tiny detail like the Sicilian in the poisoned wine glass scene from the Princess Bride.

The problem is that the overuse of traps can easily lead to this sort of "gotcha!" style of play, which isn't a lot of fun for most people. It's especially irksome when there isn't any believable reason for the trap to exist. Why would there be a giant washing machine in the middle of some castle or ruins (especially since washing machines don't exist in most fantasy gaming worlds-- it's jarring.) Why would there be an easily-bypassable, invisible force field in the middle of a pit? It doesn't keep intruders out, nor does it even particularly harm them-- it's just a cheap shot at the players' expense. People like to play these games to fill a role of heroism and competency; many of these traps are just a way to take them down a peg with no good reason. That's counterproductive.

In my opinion, the best traps are the sorts of situations where the players have to make clear choices with intuitive consequences. In a ruined temple's entrance chamber, maybe both doors (deeper into the ruins and back to the surface) start to shut when the players are inside. If they hurry deeper in, they might have a hard time escaping later (perhaps when pursued by a monster?); if they hurry back to the surface for safety, they'll have to find another way inside (maybe a more dangerous one.) If they stay and get trapped in the chamber, you may end up adding a hidden passage to prevent characters from being permanently stuck (and this hidden passage may be the most twisty and dangerous one of all.) You force a choice, and possibly split the group, but the players should understand what they're choosing.

My favorite "traps" are actually just dilemmas-- they may or may not have the type of levers-and-triggers mechanisms that you tend to think of when you hear the term. Sometimes they're diplomatic or political machinations (dealing with skilled word-twisters is scary), other times they're ethical dilemmas, other times they're tactical no-win situations. When the villain pledges to execute hostages unless the heroes surrender, they're very much caught in a trap-- either decision has clear and serious consequences, and there's no clear-cut "right" answer.

Edit: P.S. - everybody has already heard of that timer. Sorry to break it to you.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Nomadic

Quote from: Luminous Crayon
Quote from: sparkletwistWhile I agree the "Timer of Incorrect Assumptions" is amusing, I also agree it's likely to get you beaten with a chair. One main reason for this is, to me, this trap especially (but all of them, kind of) don't really have any sort of clues as to what's really up. Granted, the DM could try to clue the party in, but in the descriptions, anyway, there's not much there.
Yeah, I agree. When, as an impressionable kid, I first started reading up about D&D (quite a while ago, now that I reflect), I loved the idea of fiendish traps like this. I had versions of most of the ones in this thread, and far, far worse, and I assembled them like some wicked puzzlemaster, anxious to watch the players sweat over the solutions. Fair game, right? Since they're all technically solveable/avoidable... if your players overthink every tiny detail like the Sicilian in the poisoned wine glass scene from the Princess Bride.

The problem is that the overuse of traps can easily lead to this sort of "gotcha!" style of play, which isn't a lot of fun for most people. It's especially irksome when there isn't any believable reason for the trap to exist. Why would there be a giant washing machine in the middle of some castle or ruins (especially since washing machines don't exist in most fantasy gaming worlds-- it's jarring.) Why would there be an easily-bypassable, invisible force field in the middle of a pit? It doesn't keep intruders out, nor does it even particularly harm them-- it's just a cheap shot at the players' expense. People like to play these games to fill a role of heroism and competency; many of these traps are just a way to take them down a peg with no good reason. That's counterproductive.

In my opinion, the best traps are the sorts of situations where the players have to make clear choices with intuitive consequences. In a ruined temple's entrance chamber, maybe both doors (deeper into the ruins and back to the surface) start to shut when the players are inside. If they hurry deeper in, they might have a hard time escaping later (perhaps when pursued by a monster?); if they hurry back to the surface for safety, they'll have to find another way inside (maybe a more dangerous one.) If they stay and get trapped in the chamber, you may end up adding a hidden passage to prevent characters from being permanently stuck (and this hidden passage may be the most twisty and dangerous one of all.) You force a choice, and possibly split the group, but the players should understand what they're choosing.

My favorite "traps" are actually just dilemmas-- they may or may not have the type of levers-and-triggers mechanisms that you tend to think of when you hear the term. Sometimes they're diplomatic or political machinations (dealing with skilled word-twisters is scary), other times they're ethical dilemmas, other times they're tactical no-win situations. When the villain pledges to execute hostages unless the heroes surrender, they're very much caught in a trap-- either decision has clear and serious consequences, and there's no clear-cut "right" answer.

Edit: P.S. - everybody has already heard of that timer. Sorry to break it to you.

I believe you are overthinking things here. This is a list of traps I have found amusing in the past, nothing more (and my players did as well if you think for some reason a player can't enjoy these). Though I do overthink things myself from time to time. Indeed I have explanations for why each and every one of my traps exist, regardless of if I need them or not.

Not all players want to always play heroic and/or competent characters all the time. I know I would have quit playing long ago if those were all I could play. Nor do all players hate gotcha stuff (unless perhaps the DM is just being a jerk). You may hold other opinions about me but I never intentionally act like that to any of my players.

A final note though. Why would there be a giant "washing machine" in a dungeon? For the same reason that people can shoot fire out of their fingers or charge down a horde of goblins on a white steed. Its a game, and that happens to be what they enjoy putting in the game. As long as the players are cool with it, stretch stuff as far as you like.

Drizztrocks

I love "Like a Bug on a Windsheild," and will probably use it in my next game. It challenges the obvious, and will have the players smacking their head after they realize their mistake.

          P.S Rabid Dire Llamas?

Ninja D!

Rabid dire llamas!

Like a Bug on a Windshield is great for a light hearted kind of game but not for a very serious one.

Nomadic

Yea, several of these are less good in totally serious games. Though I have used things like them a few times to make a player "wake up" when they were ruining the game for others.