The topic of this month’s RPG Blog Carnival, sponsored by Elthos RPG, is “Tricks & Traps”.
The truth? I’m not a big fan of traps. The typical outcome is binary. Either the party disarms it and bypasses is, in which case big whoop, or characters end up horribly mangled or dead. Neither of these is particularly fun for me, as a player or as a gamemaster. Maybe I’ve just never played with a gamemaster who does traps well (doubtful, but I’m not here to brag on the awesome GM’s I’ve been privileged to play with), or maybe its one of my weaknesses as a GM (I’ll admit to that possibility). More likely, it’s a flaw with how the traps are used, and often with the construction of the traps themselves.
The trap has to serve a purpose
In my mind, there are three basic purposes for a trap: to guard things, to give an opponent tactical advantage, and to capture player characters without killing them. Your actual mileage may vary.
Guardian: One purpose of a trap is to prevent people from getting to something, whether it’s a treasure, a prisoner, or the actual opponent. Inflicting damage is often how the trap does this, but serving up massive hit point loss should not be the first, or sole, objective. The wizard doesn’t want you to get into his spellbook. The merchant doesn’t want you stealing his gold. The orcs don’t want you to rescue the princess. A trap deters the player characters without requiring the trapper or his minions to put their lives on the line.
Tactical: Another purpose of a trap is to kill you, weaken you, or slow you down so the adversary doesn’t have to fight you, or gains some advantage when the fight actually occurs. The actual foe may be weaker than the player characters, may be cowardly, may be a cheat. Think about that the trap says about that opponent; are they brilliant, or just a jerk? If you already know their personality and tactical competence, let the trap reflect that.
Subdual: Some traps are designed to capture characters. It’s easier than fighting them. It may be easier to kill them when they’re captured. The trapsetter may want them alive for some reason, to interrogate them, to turn them over to someone else for a reward. Capturing rather than killing is going to be plot-driven decision, and say something about the trapper’s personality and motives.
The trap has to move the plot forward
Why is there a trap there? Oh, it was a slow beat in the adventure, something needed to happen here, it didn’t feel right to fight more orcs when you just fought a bunch of orcs, I wanted to break up the monotony. Okay, sure, a trap as an alternate encounter when you’ve had combat, combat, and more combat is fine. There are ways to make is mean something, though. Maybe the “trap” is nothing more than avoiding making noise so more orcs don’t come. Maybe the “trap” is a crawlspace or secret room that characters can hide in to heal up and recover spells, if they can figure out how to get into it. Maybe the “trap” forces them to go back and deal with something they’d previously avoided, like finding out the key or password to avoid the trap is back in the room with the monster they didn’t want to fight and just spiked the door shut instead. Maybe I’m stretching the concept of trap out into a metaphor for “obstacle”, but I’m not going to apologize for that. “Random” traps can and should be used either as setbacks or milestones towards the player characters’ ultimate goals, even if those goals are nothing more than slaying the boss monster and getting the treasure.
My favorite plot device is the Dead Adventurer. He’s the guy that had the answers to the riddles, or at least more clues than the party had, but still didn’t make it. Loot the body, read his notes, pick up that key or scroll or magic item. It’s heavy-handed foreshadowing, but it works. It he ties into the rest of the plot somehow, awesome.
The trap has to make sense
Over the years I have read some astonishingly clever and convoluted traps that see designed to either show off how create the gamemaster or trap maker is, or to stump the players. If this fun? Not particularly. These traps also tend to defy logic. The cost of building the trap would exceed the value of the treasure it’s guarding. The monster of villain using this trap wouldn’t have the level of magic or technology to operate it, let alone build it. If you’ve got the time and resources to come up with that, aren’t there better, more effective things that could have been done?
Then there are all of the minimally-intelligenced wandering monsters who somehow manage to avoid the trap. Actually, one of my favorite tricks as a player back in the day was to send a thief or a character who could magically turn invisible to scout ahead, following wandering monsters to see how they avoided traps. Reall,y gamemaster, those kobolds walked right over that pit trap and didn’t fall in, they didn’t walk around it or press a secret button or say a magic word first? I call shenanigans.
My other pet peeve is the trap that only has one solution. Half the time the party doesn’t get the wonderful clue that only makes sense when you see the trap and have the “aha!” moment where it become clear what needs to be done. There’s also the clue that’s so obscure that it makes no sense even when the big reveal is made. This assumes there’s a clue at all. Traps that require a particular spell (which the party may or may not have), a certain device (which the party may or may not have), or a magic word or phrase (which the party may or may not have) also tick me off. We’re supposed to guess? If the party does come up with a creative solution, one that’s not in the script, just let them do it and say yes! Reward cleverness, don’t punish them for their inability to read your mind.
In closing
Good dungeon design has thought behind it. It’s more fun for everyone when things make sense and there’s a consistent logic. Use traps as reflections of the trapper’s personality and motivation.
I’ve always been a big fan of traps that have something to do with the “boss’” character or motivation. I once had a bunch of dwarves frozen in solid blocks of ice forming a bridge for what eventually turned out to be a Blizzard Dragon. Good times.
Posted by thorynn | November 7, 2011, 10:34 amTHAT. That’s the stuff I’m talking about!
Posted by Berin Kinsman | November 7, 2011, 10:50 am“The cost of building the trap would exceed the value of the treasure it’s guarding.” This I have always considered to be the most important consideration in a game logic stand point. The how to make it fun can flow from that, after all, who knows what corners the builder actually cut in making and installing the trap?
Posted by seaofstarsrpg | November 7, 2011, 11:52 amBrilliant point! The trap looks fabulous, but how did they find a cost-effective way to install it? Oh, look a fatal flaw… or a darker secret, that leads to a whole subplot.
Posted by Berin Kinsman | November 7, 2011, 11:56 amThis is an excellent article. I hope Wizards reads this because the 5e DMG should use this article in any new “Designing Traps” section.
When it comes to traps in general, I find that many DMs, in an attempt to make things more exciting, will design elaborate traps that are designed to challenge the players rather than challenge the characters. This removes the players from the game as they try to decipher how to overcome the DMs latest challenge when they should be role-playing. If more of your methodology was taken into consideration when DMs designed traps the players would feel that the challenges are directed towards their character and not at them personally.
For more of my ranting on traps, I encourage you to check out the article Traps: Challenge the Players and the Characters on Dungeon’s Master.com.
Posted by Ameron | November 7, 2011, 1:46 pmI like your take on traps. I totally agree… they need to make sense in context of the story, and they need to be something that the villain could and would make. There is also that tricky bit about not making them so damn clever that only a lucky guess stands between the Player Characters and a horrible end. That said, traps can be fun, when used with discretion and forethought. Personally, I don’t have my players encounter traps too often. That way when they do, they are once again surprised.
Oh also, I don’t know if you didn’t want to link to the host blog, but if you do want to do that you can leave a link to your post here in the Elthos RPG comments for this RPG Carnival. The link to the host page is here: http://elthosrpg.blogspot.com/2011/11/november-2011-rpg-carnivat-tricks-traps.html
Posted by vbwyrde | November 9, 2011, 5:04 pmThere’s a link to the host blog right there in the first line of this post, but it always bears repeating!
Posted by Berin Kinsman | November 9, 2011, 7:49 pmOh… hmmm… maybe I don’t quite understand how Carnival works entirely. I thought that the hosting blog for each month’s topic (such as Elthos RPG this month) would get the links from each response in the comments of their blog. That way people would go to the host blog, lets say in a few months from now, and find all the links there to the other blogs that responded. I think maybe I misunderstood. Ok, no problem though! Great post, and worth the read! I think you provided a very good reminder not to over-do it with traps, and think about what you’re building before you throw the characters at it. (so much easier to say than do!) ok thanks again.
Posted by vbwyrde | November 9, 2011, 8:00 pm