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	<title>Comments on: Bad Trap Syndrome (part 2), Curing the Bad Trap Blues</title>
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	<link>http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/</link>
	<description>art of the game, roleplaying game theory from the brain of ben robbins</description>
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		<title>By: Andrew Short</title>
		<link>http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/comment-page-1/#comment-15110</link>
		<dc:creator>Andrew Short</dc:creator>
		<pubDate>Mon, 13 Jul 2009 11:03:39 +0000</pubDate>
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		<description>In response to Dave (#2), the other alternative there is to play without Spot checks and simply make some traps far more easy to spot than others, depending on questions asked - sure, you may have spotted the tripwire, but what about the paving stone that isn&#039;t cemented in..?</description>
		<content:encoded><![CDATA[<p>In response to Dave (#2), the other alternative there is to play without Spot checks and simply make some traps far more easy to spot than others, depending on questions asked &#8211; sure, you may have spotted the tripwire, but what about the paving stone that isn&#8217;t cemented in..?</p>
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		<title>By: Lee</title>
		<link>http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/comment-page-1/#comment-10749</link>
		<dc:creator>Lee</dc:creator>
		<pubDate>Wed, 21 May 2008 02:36:05 +0000</pubDate>
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		<description>Loving this, just reading it now.  Especially having just watched &quot;Raiders of the Last Ark,&quot; and that opening sequence.
   I&#039;m now thinking of ways to play with this in a one-on-one game, where the PC has no trap-breaking skill.  You can always try what Indy tried-- use a rock or a stick or a sandbag to try to set it off without harming yourself.</description>
		<content:encoded><![CDATA[<p>Loving this, just reading it now.  Especially having just watched &#8220;Raiders of the Last Ark,&#8221; and that opening sequence.<br />
   I&#8217;m now thinking of ways to play with this in a one-on-one game, where the PC has no trap-breaking skill.  You can always try what Indy tried&#8211; use a rock or a stick or a sandbag to try to set it off without harming yourself.</p>
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		<title>By: LordVreeg</title>
		<link>http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/comment-page-1/#comment-10606</link>
		<dc:creator>LordVreeg</dc:creator>
		<pubDate>Mon, 19 May 2008 22:40:43 +0000</pubDate>
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		<description>I agree that a lot of this has to do with language and the operating procedures within that language.
I have always treated the find trap skill as just that, that the PC in question has found something suspicious.  No more.  

Detailing a scything blade door trap, a pit trap where the fllor opens and snaps shut, and a poison gas trap, we get the following situations.

&quot;You note an amost invisible wire running down the side of the door.&quot;
&quot;The cracks in the mortar on the floor seem wider here than before, and you se the glint of metal from between them&quot;
&quot;You get a whiff of an alchemical mixture in the air&quot;

Similarly, A remove trap roll is treated almost as a trap lore check.  
&quot;If you cut the wire, which is tense, it will probably be the same as setting the trap off&quot;
&quot;When you look closely, the metal between the cracks contains some small gears that certainly move at least part of the floor, if not more&quot;
&quot;you are certain that this is a Krff derivitave, and surely a dangerous one.  You will need another find roll to determine where it is coming from.&quot;

So even simple traps can be more interactive if you change the language and procedure.  
I enjoy using this same procedure with larger scale traps.  The Pc&#039;s will find a keyhole (or they won&#039;t) that shuts off the traps in a corridor ahead, but do not have the key.  They know that something is coing, but they go into it in &#039;trap solving; mode.  But this is facilitated by the system mentioned above, where they might smell or see something out of place, or hear something, if they succeed in something.  
I had a pit trap in one of these with really narrow (1&#039;) walkways.  The PC&#039;s never bothered to check the walkways...but in the pit below, there were bones in the front and the back of the pit, but none in the middle.  If they&#039;d notated that, they would have avoidedit.</description>
		<content:encoded><![CDATA[<p>I agree that a lot of this has to do with language and the operating procedures within that language.<br />
I have always treated the find trap skill as just that, that the PC in question has found something suspicious.  No more.  </p>
<p>Detailing a scything blade door trap, a pit trap where the fllor opens and snaps shut, and a poison gas trap, we get the following situations.</p>
<p>&#8220;You note an amost invisible wire running down the side of the door.&#8221;<br />
&#8220;The cracks in the mortar on the floor seem wider here than before, and you se the glint of metal from between them&#8221;<br />
&#8220;You get a whiff of an alchemical mixture in the air&#8221;</p>
<p>Similarly, A remove trap roll is treated almost as a trap lore check.<br />
&#8220;If you cut the wire, which is tense, it will probably be the same as setting the trap off&#8221;<br />
&#8220;When you look closely, the metal between the cracks contains some small gears that certainly move at least part of the floor, if not more&#8221;<br />
&#8220;you are certain that this is a Krff derivitave, and surely a dangerous one.  You will need another find roll to determine where it is coming from.&#8221;</p>
<p>So even simple traps can be more interactive if you change the language and procedure.<br />
I enjoy using this same procedure with larger scale traps.  The Pc&#8217;s will find a keyhole (or they won&#8217;t) that shuts off the traps in a corridor ahead, but do not have the key.  They know that something is coing, but they go into it in &#8216;trap solving; mode.  But this is facilitated by the system mentioned above, where they might smell or see something out of place, or hear something, if they succeed in something.<br />
I had a pit trap in one of these with really narrow (1&#8242;) walkways.  The PC&#8217;s never bothered to check the walkways&#8230;but in the pit below, there were bones in the front and the back of the pit, but none in the middle.  If they&#8217;d notated that, they would have avoidedit.</p>
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		<title>By: Adalore</title>
		<link>http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/comment-page-1/#comment-10248</link>
		<dc:creator>Adalore</dc:creator>
		<pubDate>Sun, 27 Apr 2008 05:10:23 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/#comment-10248</guid>
		<description>One thing that comes to mind, besides having remains left, is using &quot;Disable trap&quot; as more of a knowledge check, like figuring out the possible chalanges and threats the trap has, I can see this much better for ROOM sized traps.

Like you  can have just basic trap lore set up, so your rouge can say... figure out that the Acme brand was used for the cages over there, and seeing that they haven&#039;t been opened and theirs movement, undead is a high possibility. :D

let alone I really don&#039;t see how a rouge can disable a trap form across the room per-say.
Just figure out the gist of it how to disable, and say, throw a wrench in the gears. :)</description>
		<content:encoded><![CDATA[<p>One thing that comes to mind, besides having remains left, is using &#8220;Disable trap&#8221; as more of a knowledge check, like figuring out the possible chalanges and threats the trap has, I can see this much better for ROOM sized traps.</p>
<p>Like you  can have just basic trap lore set up, so your rouge can say&#8230; figure out that the Acme brand was used for the cages over there, and seeing that they haven&#8217;t been opened and theirs movement, undead is a high possibility. <img src='http://arsludi.lamemage.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>let alone I really don&#8217;t see how a rouge can disable a trap form across the room per-say.<br />
Just figure out the gist of it how to disable, and say, throw a wrench in the gears. <img src='http://arsludi.lamemage.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: tonydowler</title>
		<link>http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/comment-page-1/#comment-9897</link>
		<dc:creator>tonydowler</dc:creator>
		<pubDate>Mon, 31 Mar 2008 16:28:17 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/#comment-9897</guid>
		<description>A while back, my group was working on a futuristic dungeon-crawl-as-sport game in an attempt to get back the old dungeon love we once had. This was before we discovered playing Moldvay Red Box D&amp;D. We had a very long ongoing discussion of traps and puzzles; about how to make them fun and &quot;what&#039;s their purpose anyway?&quot; We failed in this. We couldn&#039;t make sense of them. Even though we were already doing some stuff right, our final conclusion was not to use them.

You&#039;ve nailed it, friend. Let&#039;s rehabilitate the trap. Let&#039;s make the trap-crawl RPG. I&#039;m looking forward to seeing where you go with this in part 3. Examples?</description>
		<content:encoded><![CDATA[<p>A while back, my group was working on a futuristic dungeon-crawl-as-sport game in an attempt to get back the old dungeon love we once had. This was before we discovered playing Moldvay Red Box D&amp;D. We had a very long ongoing discussion of traps and puzzles; about how to make them fun and &#8220;what&#8217;s their purpose anyway?&#8221; We failed in this. We couldn&#8217;t make sense of them. Even though we were already doing some stuff right, our final conclusion was not to use them.</p>
<p>You&#8217;ve nailed it, friend. Let&#8217;s rehabilitate the trap. Let&#8217;s make the trap-crawl RPG. I&#8217;m looking forward to seeing where you go with this in part 3. Examples?</p>
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		<title>By: cr0m</title>
		<link>http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/comment-page-1/#comment-9839</link>
		<dc:creator>cr0m</dc:creator>
		<pubDate>Thu, 27 Mar 2008 22:03:47 +0000</pubDate>
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		<description>Great stuff as usual, Mr Ludi. Reveal the presence of traps, yes! Why else do you think the opening to Raiders of the Lost Ark is so amazing? Not because of the devious traps. Because Indy shows us that there are dangerous traps.

Which has more tension, a party of adventurers standing before a golden statue, oblivious that their next steps will unleash a volley of poison darts, or the same party of adventurers, knowing that they&#039;re steps from their goal, but somewhere between themselves and glory is some kind of devious, dangerous trap?</description>
		<content:encoded><![CDATA[<p>Great stuff as usual, Mr Ludi. Reveal the presence of traps, yes! Why else do you think the opening to Raiders of the Lost Ark is so amazing? Not because of the devious traps. Because Indy shows us that there are dangerous traps.</p>
<p>Which has more tension, a party of adventurers standing before a golden statue, oblivious that their next steps will unleash a volley of poison darts, or the same party of adventurers, knowing that they&#8217;re steps from their goal, but somewhere between themselves and glory is some kind of devious, dangerous trap?</p>
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		<title>By: Robert</title>
		<link>http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/comment-page-1/#comment-9817</link>
		<dc:creator>Robert</dc:creator>
		<pubDate>Wed, 26 Mar 2008 06:57:11 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/#comment-9817</guid>
		<description>Yeah! Praise the Ludi! I&#039;ve been wanting to use traps and now I know how to. There is a lot of stuff on creating traps but it has all felt like rubbish. At best it is &quot;to make this fight against the ogres more interesting lets hit them with a Lightning bolt trap first.&quot;
Now I might let them spot a potentially lethal trap, then make them choose between it and a potentially lethal encounter like a pair of adult red dragons and some of their young.</description>
		<content:encoded><![CDATA[<p>Yeah! Praise the Ludi! I&#8217;ve been wanting to use traps and now I know how to. There is a lot of stuff on creating traps but it has all felt like rubbish. At best it is &#8220;to make this fight against the ogres more interesting lets hit them with a Lightning bolt trap first.&#8221;<br />
Now I might let them spot a potentially lethal trap, then make them choose between it and a potentially lethal encounter like a pair of adult red dragons and some of their young.</p>
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		<title>By: Trask</title>
		<link>http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/comment-page-1/#comment-9782</link>
		<dc:creator>Trask</dc:creator>
		<pubDate>Mon, 24 Mar 2008 03:58:06 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/#comment-9782</guid>
		<description>I have to admit, I do not like traps.  Either they are too easy and a rogue walks past them or they are so dangerous as to be unfair.   I tend to only include them if they are critical to the plot. You have some good ideas though. I might even drop a few into my next writing project.

Trask</description>
		<content:encoded><![CDATA[<p>I have to admit, I do not like traps.  Either they are too easy and a rogue walks past them or they are so dangerous as to be unfair.   I tend to only include them if they are critical to the plot. You have some good ideas though. I might even drop a few into my next writing project.</p>
<p>Trask</p>
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		<title>By: Jeremy Williams</title>
		<link>http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/comment-page-1/#comment-9759</link>
		<dc:creator>Jeremy Williams</dc:creator>
		<pubDate>Sat, 22 Mar 2008 21:02:41 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/#comment-9759</guid>
		<description>I think this is something that a lot of GMs would benefit from, especially those who play &quot;Dungeon Crawlers&quot; a lot.
A lot of the time tabletop players can get so stuck up in the rules of the game that they forget the &quot;role play&quot; portion of their game. Anything that can bring people a little more into the role play instead of mucking about in rules is good in my book. I find players have a lot more fun that way.</description>
		<content:encoded><![CDATA[<p>I think this is something that a lot of GMs would benefit from, especially those who play &#8220;Dungeon Crawlers&#8221; a lot.<br />
A lot of the time tabletop players can get so stuck up in the rules of the game that they forget the &#8220;role play&#8221; portion of their game. Anything that can bring people a little more into the role play instead of mucking about in rules is good in my book. I find players have a lot more fun that way.</p>
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		<title>By: Dave</title>
		<link>http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/comment-page-1/#comment-9745</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Sat, 22 Mar 2008 04:17:57 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/#comment-9745</guid>
		<description>I liked the idea of setting traps in a dungeon at various levels of difficulty.  Setting some traps to be noticed with a spot check DC = to party level (PL) allows those member who are skilled spotters to casually notice traps that are not well hidden.  Others could be PL+10 (more difficult) and still others could be PL +15  (Really difficult).  

Those that are difficult are still easily seen by taking 10 (move action) from a skilled spotter, but could be difficult to do in combat, while distracted, or while running down a hall.  

Those that are really difficult are still subject to discovery by a skilled spotter, but it will take a lot of time to find (can roll or take 20).  So long as spot is a class skill and the skilled spotter has spent at least 1 pt per level.  

Those who only have cross class ranks of spot aren&#039;t immediately out of luck (and harshly penalized IMO).  Taking 10 for these folks would still not likely benefit them, but taking 20 could be helpful as well as a lucky roll.

For those who don&#039;t have any ranks in spot, they could benefit from taking 20, until about 6th level... at which point really difficult traps become impossible to find without some skill (at least 1 rank of spot).</description>
		<content:encoded><![CDATA[<p>I liked the idea of setting traps in a dungeon at various levels of difficulty.  Setting some traps to be noticed with a spot check DC = to party level (PL) allows those member who are skilled spotters to casually notice traps that are not well hidden.  Others could be PL+10 (more difficult) and still others could be PL +15  (Really difficult).  </p>
<p>Those that are difficult are still easily seen by taking 10 (move action) from a skilled spotter, but could be difficult to do in combat, while distracted, or while running down a hall.  </p>
<p>Those that are really difficult are still subject to discovery by a skilled spotter, but it will take a lot of time to find (can roll or take 20).  So long as spot is a class skill and the skilled spotter has spent at least 1 pt per level.  </p>
<p>Those who only have cross class ranks of spot aren&#8217;t immediately out of luck (and harshly penalized IMO).  Taking 10 for these folks would still not likely benefit them, but taking 20 could be helpful as well as a lucky roll.</p>
<p>For those who don&#8217;t have any ranks in spot, they could benefit from taking 20, until about 6th level&#8230; at which point really difficult traps become impossible to find without some skill (at least 1 rank of spot).</p>
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		<title>By: Asmor</title>
		<link>http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/comment-page-1/#comment-9740</link>
		<dc:creator>Asmor</dc:creator>
		<pubDate>Fri, 21 Mar 2008 21:16:32 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/91/bad-trap-syndrome-curing-the-bad-trap-blues/#comment-9740</guid>
		<description>Let the players see the traps?

... BRILLIANT!

No, seriously, you&#039;ve opened my eyes. That never occurred to me before, and it really does make the &quot;zap traps,&quot; as you call them, infinitely more fun (not to mention fair). It&#039;s definitely more interesting than, &quot;Roll that die. Hmm, nope. Okay, now roll that die. Okay, you lose 3 hp as an arrow shoots out of the wall.&quot;</description>
		<content:encoded><![CDATA[<p>Let the players see the traps?</p>
<p>&#8230; BRILLIANT!</p>
<p>No, seriously, you&#8217;ve opened my eyes. That never occurred to me before, and it really does make the &#8220;zap traps,&#8221; as you call them, infinitely more fun (not to mention fair). It&#8217;s definitely more interesting than, &#8220;Roll that die. Hmm, nope. Okay, now roll that die. Okay, you lose 3 hp as an arrow shoots out of the wall.&#8221;</p>
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