Making Dungeon Traps
INTRODUCTION
Traps in dungeon are important. They come up in rooms 5% of the time with a treasure, and can also come up as a trapped door or an ambush. I like my traps to be telegraphed A LOT. The reason for this is not to make it easy on the players, but to tell them "there might be a danger here". They don't know if it's a trap, a monster, or a trick, but they know there is danger. They still have to find the trap intelligently and disarm it, sometimes getting killed in the process, but that's up to them. I prefer this than having anything that either slow down the game (having someone poke non-stop everything with 10' pole, even if I know I will get FOE with this), or force my players to inaction (having suspected traps everywhere without a guess on where it can be will diminish player's interaction with the dungeon, not enhanced it IMO). To do this, I will have both traps and elements that will help to reveal it if the players are picking them up, such as trigger, danger zone, corpse, detritus, active warning and other signs of the same type. I will be honest, I do not remember where I took this system: another blog, a book, etc. ? Whoever it is, credits to you.
There is a lot of good OSR blogs with traps and stuff taken sometimes as "obstacles", and especially old school resources that deal with. You can also search only for interesting "challenges" instead of traps. Maybe I'll do something on challenges at one point. There is also some youtube challenge with puzzles that can be used sometimes as challenge/traps.
Also, I like my traps to be like monsters. First time you encounter a Medusa for example, you might be for a world of hurt. But if you acquire the right item, and/or can fight blindfolded, that knowledge of combat by the players can save them and make the challenge easier. Their character level increase but also their knowledge of the world. For that reason, I try to put very few types of traps and focus on copy-pasting them, based on either monsters making them or architecture (i.e. each ancient culture favored some traps). That way, players with experience can expect some kind of traps in a type of dungeon (I'll be honest, they don't, but at least it's out there for them to do so).
Disclaimer as I always do. What I present here is not something I find "better" than what is presented in old books. Rather, it's just better suited to my needs, and it's influenced by it.
TRAPS
This is my "base list" of traps that I use. The reason the elements of the trap are numbered is because I will make those more obvious. Not necessarily visible outright, but at least observable or noticeable. So everytime I put a trap in a dungeon, unless I already have an idea of the room and what would be more appropriate, I roll d6 to determine the element to be put in place. In theory, I could put more, and I do sometimes, especially since the trigger is supposed to be present in any cases. Those make 10, so it's d10 to generate.
OTHER TRAPS AND POINTS
But there is other traps you can have:
- Creature trap: trap that make creature pop up, ambush, open a gate, portal, etc.
- Explosion: as the name implies
- Falling items: falling block of stones, etc.
- Gas and potion: have your humanoid attach gas potions to ropes that the players WILL knock down without looking and be drown in acid (true story)
- Fog: you can have those do plenty of stuff, like being a normal fog (will still scare player), a "random emotion fog" (can trigger them into confusion), poison gas, etc.
- Illusion: illusion floor that makes you drop to your death is a classic I'd say
- Light: flashbang
- Alarm: what worse than having the whole dungeon now getting to you ?
I also like having tricks or traps that deal other effect than death, such as:
- Ages 10 years
- Reset other traps
- Animate the weapon of the bearer to attack him (it was fun, true story)
- Causing a magical "cancellation" on all object of bearer for X hours
- Enlarge/reduce
- Teleport elsewhere in the dungeon
- Become invisible, mute and paralyzed
- etc.
TRICKS
Tricks are stuff that look like they can be interacted with (magic item, chest, trones, etc.) but can be problematic for the player if they are too curious and not cutious enough.
You could have your tricks bound to something else interesting, such as:
Or you could tie them to features and effects (both column are not linked, you can roll d20 for each and apply as per).
CONCLUSION
Traps and tricks can be fun, but especially if
a) they lead to something else that can be conductive to play and fun
b) are telegraphed just enough that players have to PLAY the challenge instead of passively receiving it
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