Tag Archives: traps

Fifth-edition D&D strategy for fourth-edition players: Look at things

Fourth edition Dungeons & Dragons emphasized combat encounters at the expense of role playing and exploration. The Dungeon Master’s Guide encouraged, “Move the PCs quickly from encounter to encounter and on to the fun!” (p.105) Not-fun aspects of the 4E … Continue reading

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Puzzle traps

In my previous post, I introduced gotcha traps, the first of my two categories of traps. This post reveals my second category. puzzle traps While characters must search for gotcha traps, puzzle traps always come with clues that signal their … Continue reading

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Gotcha traps

Longtime Dungeons & Dragons designer Steve Winter puts traps into four categories. While I like the ideas inspired by his story traps and back traps, I focus trap design on two categories. Gotcha traps are the traps thieves can find … Continue reading

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Fourth edition gives traps a new design

When the fourth edition designers rethought D&D, they saw traps as posing two core problems: Traps can frustrate players Traps can slow play to tedium Problem: Traps that challenge player ingenuity can lead to player frustration. This problem arises when … Continue reading

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A history of traps in Dungeons & Dragons

In original Dungeons & Dragons, the three brown books only include one rule for traps. “Traps are usually sprung by a roll of a 1 or a 2 when any character passes over or by them.” That’s it. The rules … Continue reading

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Looking back at Grimtooth’s Traps

Starting in 1981, Flying Buffalo Games published a series of Grimtooth’s Traps books. They featured diagrams of traps that showed heroes on the verge of being folded, spindled, and mutilated. For instance, one sample shows a covered pit trap where … Continue reading

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