Hello all, it’s time for another installment of the RPG Tactics Blog. This time around, I’d like to discuss traps in an RPG. Plots often have their own twists and turns built in, sometimes to the point of being cliché; but what about a good dungeon crawl, or the search for someone through winding streets?
Often the way to make this more interesting (while still introducing conflict) is an ambush or trap of some sort, but how does one go about it? There are many great ways that can be used at times, often to great effect. A good ambush or pitfall can put the players on edge, and raise their suspicions in a way that a straight ‘point a to point b’ interaction could never do. Planning these events out takes only a little effort on the GM’s part, and they can be a regular feature of adventures, but using them too often gets boring.
A great example is a pitfall trap in a dungeon delve. The characters are ambling along in a corridor, when suddenly the floor gives way beneath their feet and drops them several feet into a deep hole. There may be spikes, water, opponents, treasure or any combination of things at the end of the fall. There may be a new passageway they did not know about, or no escape except a tricky climb back out of the pit. If done differently a few times over the course of a campaign, it can provide an excellent challenge to the players.
Another classic item from dungeon delves could provide one of the greatest traps (and sources of player paranoia): the secret door. The door itself could be trapped in some fashion, but one of the best ways to fool someone is to have the door open onto a passage which after a short time provides its own trap - perhaps a dead end that once reached closes the door, locking the characters inside. Maybe a hidden jug of acid falls upon the first person to enter the newly exposed corridor, or even a monster is somehow released on the far end.
Whether hidden or not, a dead end can be a trap in and of itself. Perhaps a group of investigators have followed their nemesis through a dark alley, only to come up against a building or fence with no way over it. Behind them, henchmen await, ready to pounce while the heroes search for a way over or around the obstacles in question. The same scenario could be applied to inside a building or alien ship just as easily as it could a temple to a dark god. Placing the same style of challenge in a natural setting (such as a canyon or cave) would make for an interesting attack during someone’s travels.
As with every minor plot device, the GM must be careful not to overuse the dead-end trap too much; after a while, players become suspicious of such events as seeing a branch from their path where there is no exit but by which way they came in. Even if on this newest occasion there is great gain to be made, the players will often say “No, no, don’t go that way! It may be a trap, and we need our strength!” When that is the attitude the players show towards anything in a game, the GM has failed them; when it’s the attitude the characters themselves take, it’s a sign that the GM has done their job well.
Hopefully this brief foray into traps has been of some minor inspiration. Too often, a game lacks such devices when it could have been made more believable or interesting by the inclusion of some sort of challenge that was not directly related to the characters’ goals.
Monday, June 16, 2008
Sunday, June 15, 2008
The Origins of RPGs
While the late Gary Gygax is universally hailed as the father of the RPG as we know it, one cannot forget his inspirations for Dungeons and Dragons. Robert E. Howard is plainly listed as one of his primary inspirations for creating D&D in the 1970's, and anyone who has read his Sword and Sorcery work will see why.
Robert Howard created Kull the Conquerer and Conan the Cimmerian, which were of great inspiration to Mister Gygax when he created his game. One can see the influences in this pop culture gaming icon's work rather readily, especially in early versions of the game where the settings are openly used. Gary always professed to be a fan of Howard's creations, and is sorely missed by both the roleplaying community and the fandom of Robert E. Howard.
I bring this up because I just came home today from the 2008 Robert E. Howard Days and Barbarian Festival in his home town of Cross Plains, Texas. One of the keynote speakers brought up a personal conversation he'd had with Mister Gygax about Robert E. Howard's influences on his games and ideas, and it reminded me - sometimes, the origins of a game can be more interesting and rewarding than the gamer would ever believe until they've tried.
I encourage all gamers, whether they play video games, table tops, miniatures, or live action games to investigate the humble beginnings of their games. On the way, they may well come across something that opens a whole new world for them. The whole wide world awaits.
Robert Howard created Kull the Conquerer and Conan the Cimmerian, which were of great inspiration to Mister Gygax when he created his game. One can see the influences in this pop culture gaming icon's work rather readily, especially in early versions of the game where the settings are openly used. Gary always professed to be a fan of Howard's creations, and is sorely missed by both the roleplaying community and the fandom of Robert E. Howard.
I bring this up because I just came home today from the 2008 Robert E. Howard Days and Barbarian Festival in his home town of Cross Plains, Texas. One of the keynote speakers brought up a personal conversation he'd had with Mister Gygax about Robert E. Howard's influences on his games and ideas, and it reminded me - sometimes, the origins of a game can be more interesting and rewarding than the gamer would ever believe until they've tried.
I encourage all gamers, whether they play video games, table tops, miniatures, or live action games to investigate the humble beginnings of their games. On the way, they may well come across something that opens a whole new world for them. The whole wide world awaits.
Labels:
game master hints,
history,
opinions,
Robert Howard
Thursday, June 12, 2008
Editions Of D&D and Me
Sometime this month, you've probably seen the advertisements or fliers for Dungeons and Dragons 4E (or seen the books themselves). I admit that I've not looked at them very extensively - nor do I want to. I do, however, have an opinion forming about it from what I have seen and heard; that opinion can be summed up in one word, and that word is 'no.'
Some of the more entertaining classes have been removed from the Player's Handbook; Barbarians were one of the better classes in D&D, and having them added back in was what initially drew me to D&D 3E. Now, one must wait for a supplement or an official release (both of which might cost you) in order to get them.
Another major change is on the list of player races. Gnomes have been removed, and Tieflings and Aasimar are now starting races with no real modifications. I'm sorry, but Tieflings and Aasimar were only supposed to be a rarity, even in Forgotten Realms (where they were apparently most common). Changing it that way seems to remove that last bit of believability that makes D&D so appealing to so many people.
Now, obviously there's nothing I can do, or could have done; but I still don't like these and other changes (such as a near requirement of miniatures and tiles according to the PHB's supplies list), and that's enough to keep me from paying good money to play it. I'll have a good enough time playing my now 'outdated' games that I shouldn't even miss the new stuff.
You may be wondering, what does Roy play, then? Well, for now, I'm engaged in preparing for an AD&D second edition game. My fiancee has a wonderful idea for one and has worked dilligently upon it. When we get together with her brother and his wife, then we'll start playing one of my favorite games of all time. Yes, it's very math intensive and archaic, but it's an excellent vehicle for that nostalgic feel.
One must never forget that their games are about entertainment and sharing; otherwise, it's only money and time you've handed off to someone else.
Some of the more entertaining classes have been removed from the Player's Handbook; Barbarians were one of the better classes in D&D, and having them added back in was what initially drew me to D&D 3E. Now, one must wait for a supplement or an official release (both of which might cost you) in order to get them.
Another major change is on the list of player races. Gnomes have been removed, and Tieflings and Aasimar are now starting races with no real modifications. I'm sorry, but Tieflings and Aasimar were only supposed to be a rarity, even in Forgotten Realms (where they were apparently most common). Changing it that way seems to remove that last bit of believability that makes D&D so appealing to so many people.
Now, obviously there's nothing I can do, or could have done; but I still don't like these and other changes (such as a near requirement of miniatures and tiles according to the PHB's supplies list), and that's enough to keep me from paying good money to play it. I'll have a good enough time playing my now 'outdated' games that I shouldn't even miss the new stuff.
You may be wondering, what does Roy play, then? Well, for now, I'm engaged in preparing for an AD&D second edition game. My fiancee has a wonderful idea for one and has worked dilligently upon it. When we get together with her brother and his wife, then we'll start playing one of my favorite games of all time. Yes, it's very math intensive and archaic, but it's an excellent vehicle for that nostalgic feel.
One must never forget that their games are about entertainment and sharing; otherwise, it's only money and time you've handed off to someone else.
Labels:
Dungeons and Dragons,
opinions,
roleplaying
Subscribe to:
Posts (Atom)
