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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #85
10 Ways To Use Traps To Enhance An Adventure, Part I
Contents:
This Week's Tips Summarized
10 Ways To Use Traps To Enhance An Adventure, Part I
- Traps Are Encounters
- There Is At Least One Mind Behind Each Trap
- Most Traps Were Never Designed For Indiscriminate Slaughter
- Ancient Traps Are Different From Very Recent Ones
- Traps Are Not Independent Of Their Surroundings
Readers' Tips Summarized
- Award Good Roleplaying With Points
- What Do You Do When You Have Nothing Planned?
- Let Distant Players Play NPCs By Email
Return to Contents
A Brief Word From Johnn
Johnn's On Holidays
If this issue has reached you it means I've properly set up
the scheduler as I'm away on holidays. Your emails are
welcome, but I won't be able to get back to you until late
August.
Aki Halme, our guest author this week, is not on holidays
however, so feel free to send your comments on his article
to him. :)
New Unsubscribe Address
Please note the new unsubscribe address:
RolePlayingTipsWeekly-Off@lists.webvalence.com
Cheers,
Johnn Four
johnn@roleplayingtips.com
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Return to Contents
10 Ways To Use Traps To Enhance An Adventure, Part I
A Guest Article by Aki Halme akihalme@surfeu.fi
- Traps Are Encounters
In planning a trap I find a consultants' tool called 5W2H
rather handy.
With each trap I try to keep seven questions in mind, the
five W's and the two H's: What, Who, Why, When, Where, How,
and How much. The first seven tips are based on this tool.
The idea of a trap is not to kill the party with a fiendish
mechanism. Nor is it to give the players the dice and ask
them to roll whether and how much damage their characters
receive. It's not even to test the player's wits, at least
not exclusively. Traps have the potential to be far more if
developed to their fullest.
For example:
- traps can increase the level of tension from added risk
- traps can work as story hooks
- traps can add depth to story-telling and scenery
- traps can provide added opportunities for role-playing
- traps can be creativity challenges
Traps combine the suspense of combat, the flavor of scenery,
the role-playing of an NPC encounter, the satisfaction of
solving a puzzle, and the intrigue of plots. Thus they are
their very own encounter type. Good traps can have stories
behind them just like any other encounter, and a well-
versed bard or rogue may have knowledge on what to
expect.
Give each trap you place in your campaign at least the same
amount of consideration you would give a non-player
character, and think of the traps in their multiple roles.
They need to be as balanced as any combat encounter, as
intriguing as any plot or scheme, and as fascinating as any
non-player character the party encounters. A trap that
prevails in all three ways can provide highly memorable
moments.
Return to Contents
- There Is At Least One Mind Behind Each Trap
A trap in a demon lord's castle may be rather different from
one a good high priest would choose, even if the two do have
a something in common, that is, the need to protect
valuable resources from theft. The choice of traps reflect
the people behind them.
That may well mean more than one person or interest group
behind a trap. Someone wants an area secured, and assigns
the resources and the personnel to get it done. That person
may well be interested in what kind of traps there are, at
least to some extent. Someone is in charge of using those
resources to optimal effect. Some actually design and build
the traps. Some may need to be consulted on what kinds of
traps are used, and it may well be that the people living
inside a temple are not too keen on, say, traps that summon
demons and hell hounds to deal with intruders. Some need to
be informed of the traps, and even though they do not have a
say on what is used, they may respond to unwanted hazards in
unexpected ways, such as marking trap spots, sabotaging the
traps, or boarding up trapped areas.
There is another tool, called RACI. Typically, exactly one
person is R)esponsible for results; occasionally there may
be several or none, but if such is the case results are
typically poor. At least one person is A)ccountable for
getting the job done. Some may need to be C)onsulted before
decisions are made, and some may need to be I)nformed.
The trap maker's personality is especially essential. She
might be well known for her skills and style, even infamous.
She might actually sign each trap she creates in a way that
the victim will see whose handiwork he is facing. Her
preferences can also help the party anticipate what comes
next, and how to escape traps already triggered. Maybe the
trap maker has a soft spot in her heart for the resourceful
or the well-informed, especially if she is not in good terms
with her client - and has actually made a trap escapable.
Keep in mind that a trap does not simply appear where you
place it. There are people behind it. Someone paid for it,
someone made it, someone may have to live with it. Each of
those people affects the details and placement of the trap,
which gives the players another way to interact with the
hazard. It ceases to be a mere risk; now it has a story
behind it, a face or even several faces. This helps in
improving the storytelling of the trap scene.
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- Most Traps Were Never Designed For Indiscriminate Slaughter
Traps are typically not built with intention to kill. Most
that adventurers encounter are built to protect an area
against intrusion, but there are exceptions. Assassination,
vanity, curiosity, hunting, and spreading terror are all
reasons to create traps. Traps can certainly be lethal, but
death is mostly the means, not the end.
Many traps were intended to be non-lethal. Some are designed
to maim, wound, hurt, or hold. Some are built to raise an
alarm, capture, scare, deter, delay or mislead, amongst
other choices. In some traps the people don't even care
whether it works or not - it simply benefits them in some
way to trap an area. For example, a new king may not care
whether someone robs the grave of his predecessor,
especially if the new king had his predecessor assassinated.
He may have the grave trapped, but his reason for doing that
is not to prevent entry or robbery, but to hide the tracks
of his own crime, perhaps also to ensure that his
predecessor stays dead. This affects his choices on whether
and how the area is trapped.
Many traps can be quite specific on which targets they
strike and which not to, even to the point of being intended
for only a single victim, and nearly safe to everyone else.
Some are hard to notice, whereas others are intended to be
obvious and work as deterrent. A trap that is good at
deterring intruders can in fact serve its purpose better
than a deadly trap.
Some traps were never intended as traps, yet have become
dangerous and unpredictable by accident - such as a magic
item with a design flaw or a rope bridge with frayed ropes
and rotten planks. Of course, some accident-prone equipment
may, since its creation, have been adopted to a new use as
an intentional trap. A nearly broken bridge can be made look
more solid, a magic item deadly for its wielder arranged to
be used by an appropriate person.
A number of highly effective traps can be designed to
provide the defenders of an area an edge in combat. This can
simply mean an alarm which gives the defenders the time to
move into ambush positions, but can be a lot more. An ambush
by hostile archers can be challenging, but if the party has
to face it in a pool of water five feet deep, and with a
weighted net covering the surface of the water, it is a lot
harder. The undead can be difficult opponents, but it is
vastly more difficult to fight them in a dark, unholy area
filled with poison gas. Venomous insects are usually more of
an inconvenience than a threat, but a very tight passage
where a single party member faces them all at the same time,
and has to do it without hope of help, relief, or cure, can
make them a formidable obstacle.
Do not forget why the trap was placed there. Like the
identity of the people behind the trap, the reasons behind
the trap increase the depth of the trap scene and give
players alternative ways to deal with the hazard.
Furthermore, the choice, placement, and condition of the
traps in an area becomes clues for the party that help
build the way towards later encounters in the same
adventure.
Return to Contents
- Ancient Traps Are Different From Very Recent Ones
Ancient traps may well have become useless over the time.
Some have been triggered, and some have otherwise become
inert, either in part or in whole. For example, a trap that
lets a monster loose on a party could once have been very
impressive. The mechanism may still work, but the monster
may no longer be a threat to the party. Very recent traps,
on the other hand, can have been haphazardly made, even
makeshift - such as a villain the party pursues rigging a
rope bridge to fall under the weight of the party. This does
not make them any less dangerous, but it makes them
different from the traps that remain a threat for decades or
centuries.
Old traps can well have the added difficulty of centuries of
dust on them, which makes them harder to spot. The dust can,
on the other hand, make the traps less reliable - unless
someone clears it away, of course. Three feet of sand can
for example, jam pressure plates, cover trip wires, prevent
contact poison from reaching skin, or deny arrow traps a
line of fire. With old traps, there is also the increasing
possibility that someone else has already triggered them.
Not all traps need to be a threat to the player characters;
seeing what a trap did to a fellow adventurer some years ago
can fit the tale even better.
An area may have had several civilizations on it. Each of
those has left its mark - and often, its traps as well.
There may be or have been several groups present at the same
time, which has caused some areas to be heavily trapped by
one or both groups whereas others have been cleared of
hazards.
Some new traps can still have telltale signs left by
careless builders - a shovel, extra dirt and cut trees near
a place where a pit trap was dug and covered with branches,
twigs, and leaves, or diamond dust where a warding spell was
cast, for example. Even the caster / builder herself may
still be alive, even present.
Think of the age of the setting when placing traps, and
modify your choices accordingly.
Return to Contents
- Traps Are Not Independent Of Their Surroundings
A trap can blend into its surroundings well or badly. They
can make the most of their surroundings by taking advantage
of natural phenomena. Soft stone is easier to dig which
makes building pit traps a natural choice - they would be
faster and easier to made, as well as less costly. Hard and
heavy stone gives an added edge to traps involving falling
blocks. Limestone means moisture and fog, stalagmites and
stalactites. This can limit visibility especially near
floors and ceilings, provide natural caltrops along
surfaces, and make other areas smooth and slippery. This
gives an added edge to traps which force the party to move
fast, such as summoned monsters (especially oozes and slimes
which are otherwise usually easy to outpace) and traps that
lure or force the party to move or fall.
An area may have natural predators, vast caves, areas where
falling stones are a risk, pockets of poisonous gas, hot
water springs, volcanic activity, underground rivers,
pockets of clay, or other special features. An area filled
with swamp is a difficult encounter as such: drowning is a
definite possibility, swimming in a swamp is almost
impossible, wading is slow and tedious, insects and other
creatures often numerous, and there is the risk of disease.
The air can have a heavy concentration of methane, which is
not the healthiest substance to breathe. For good measure,
methane is flammable.
With some ingenuity, natural hazards can well be taken
advantage of in making areas very hard to penetrate. Adding
the cunning of a trap maker to what nature has already
provided can mean highly effective and well hidden traps at
a fraction of the cost. On the other hand, there may be
traps which fit their surroundings in a spectacularly
inefficient way. Perhaps someone may have wanted to place
his favorite trap placed there, no matter how badly it fits
the area it's placed in or how much extra it costs to build.
Traps can play off specific weaknesses. Arrow traps are a
poor choice against heavily armored adventurers, so a smart
trap builder would place them in areas where lightly armored
targets are expected, such as tight corridors, areas where
climbing is necessary, hot places, or as defense against
specific intruders who tend to be lightly armored. Fitting
through tight spots, climbing, and trying to keep one's
balance on precarious surface also means situations where
dodging is hard, dangerous, or impossible.
Pit traps, on the other hand, work well against heavily
armored targets as the weight of the armor ensures that the
trap is triggered, does not help at all against falling
damage and may make rescue difficult. Spell casters, then,
may not have the highest stamina, which makes poison useful
regardless of the method of delivery. Gas traps are an
effective choice, especially if the hazard is hard to detect
before it's too late, and/or the trap triggers with a time
delay so as to strike the vulnerable high-value targets
rather than the wary and replaceable scouts.
Traps can well be designed against a specific kind of foe,
such as raiders of a specific race. How well they work
against player characters, though, is another matter. An
array of traps meant to ward an area against hordes of
fragile, badly equipped, not very smart humanoids three to
four feet tall could have no arrow traps at all; instead
there would be javelins fired with enough force to penetrate
three or more targets. Those javelins would be fired into
long corridors, at roughly the height of three feet where
hearts and throats and heads are expected. If the party does
not realize this, they might be in for injuries in their
thigh, groin, and lower stomach area. With some thinking the
party might be able to make the PCs' lives much less painful.
Consider adjusting traps according to their surroundings,
including weather conditions, expected intruder types,
terrain, and special features. This adds variety to the
traps, which makes them more of a challenge. This also
increases the storytelling of the scene as the traps then
naturally fit into both the story and their surroundings,
especially if you occasionally choose a trap that is an
intentionally poor match with its environment.
Return to Contents
Stay tuned for Part II in a couple of weeks!
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.
Return to Contents
Readers' Tips Of The Week:
- Award Good Roleplaying With Points
From: Shawn S.
Greetings.
As a GM of over 15 years, I have seen an entire spectrum of
players come and go from my table. Of course, as players
will, some will roleplay their characters more deeply than
others. A method that I employ to encourage the players to
actually roleplay is to award inspiring, humorous, or
valorous activity with what I call "on the spot experience".
If one of my players, for example, says something that is
perfectly in keeping with his character and consequently has
the entire room rolling on the floor laughing, I immediately
award him/her 50 experience points. This XP goes on their
sheet immediately, not tallied with the regular XP at the
end of the session. I have found that not only will the
players focus more on the roleplaying aspect of their
character, but they will go out of their way to "play
harder" to gain that extra XP.
- What Do You Do When You Have Nothing Planned?
From: Allyson Y.
I recently ran a game where, given a billion different
reasons, I was unable to plan for my game whatsoever. So,
here I was on a Tuesday night, with writer's block, and my
players were ready to play...
So, my husband had the smart idea of having all the players
write down plot threads that would interest them. Most of
the answers weren't really anything I could use, but one of
the answers got my imagination going, and soon I ran a
pretty enjoyable game that left lots of room to continue
next week.
Another idea is to have an "ST" box, where your players can
drop tips and suggestions into.
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- Let Distant Players Play NPCs By Email
From: Steve K.
In my campaign, I have players who play at the table with
me, and others who used to be in my group that have now
moved house etc. In any case, I let the distant players
play important NPC's (those who co-ordinate events, but
don't actually encounter the PC's) by e-mail, so that I
don't have to come up with all the original ideas, but let
my previous players be the devious ones. They don't have to
give me all the details, just tell me what they plan, and I
implement the rest.
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