Traps and puzzles are almost essential to a good dungeon crawl. They can add greatly to the atmosphere and make things very exciting. However, it’s easy to solve these with simple skill rolls. Here are a few ideas on how you can make traps and puzzles even more interesting.
I must admit, I like a good dungeon crawl. No, I really like good dungeon crawls. I think that is the ultimate form of D&D and a well designed dungeon has all three pillars of a good fantasy RPG; combat, exploration and roleplaying.
A huge part of the dungeon crawl is spotting and disarming all sorts of traps and figuring out different puzzles. However, these are often overlooked and quickly solved with a skill roll or a two. Traps and puzzles can add greatly to the suspense and have your players at the edge of their seats.
Last time I played through Tomb of Horrors every player in our group had three characters and the group had more 10′ poles than could be deemed ecologically friendly for the local woodlands. It wasn’t just metagaming, though of course that played a huge part in it, but also us fearing that we’d quickly lose characters to the tomb’s many traps.
Don’t forget to use and play with that fear. The moment the characters enter the dungeon they should fear that every room could be trapped. But remember, you need to make sure the characters (just as the players) feel this and the feeling musn’t be forced on them.
Here are a few ideas on how you can induce fear:
Of course, don’t overuse any of these and remember, the dread should be felt, not imposed. It’s all about show, not tell. And remember to have fun.
There are alternative rules out there for traps, that make traps harder to disarm and even call for multiple skill checks. If that’s what you like, go for it, but to be honest it doesn’t rock my boat. I think that traps should make encounters more interesting, not longer. I want traps to add flavour to the encounter, not to make it a die roll fiesta.
The hardest trap I’ve ever encountered was a simple trapdoor. However, when my group encountered it, the trap was already sprung, the door was open revealing a deep spiked pit. We were being chased by a group of Nothics down a long corridor. All we needed to do was to jump across the pit. Simple, right? What we didn’t know was that on the other side was another trap, if triggered it activated a Gust of Wind spell that sent us into the pit. Once we saw what happened to the first character to jump across the pit, we quickly learned that we were caught between a rock and hard place.
Here are a few ideas on how you can make traps more interesting.
An interesting trap is the trap you know of and has serious effect on how your character would deal with a certain situation. And remember, traps and monsters make a great cocktail.
After the characters had found 5 sigils after three sessions one of the players approached me and said, that all this backtracking was simply boring and that he felt that the story came to a standstill everytime the group needed to find the next sigil. After speaking to the rest of the players we decided to quit the module and find something else to play.
Puzzles can be fun and add so much fun to sessions. However, you need to make sure that the puzzle tests the characters, not the players, and that the puzzle is a part of and adds to the narrative. Here are a few tips for good puzzles.
Puzzles are a great way to entertain the players and test the characters. Make sure that your puzzles are fun and add to the narrative.
Make sure that you know your players and that your puzzles and traps are in line with the players’ expectations. Still, throw them a curveball every now and then and make sure that they always stay on their toes. And of course, keep it fun.
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