Traps are an integral part of nearly every dungeon, but they are very easy to do wrong. There are some GMs who seem to think that the goal of a trap is to kill your party in
as devious and clever a way as possible. If your goal as a GM is just to kill your players, kindly refrain from GMing.
|
From Grimtooth's Traps |
Others decide to put traps on everything, turning the exploration of a dungeon into a never-ending paranoid sequence of skill checks. Putting traps in a dungeon is like putting spice in a dish: the right spices in the right amounts can add flavour, but using too much or too overpowering of a spice can render it unpleasant or inedible.
So naturally, to illustrate how to do traps correctly, I am turning to the Indiana Jones film trilogy. Not just because they are perfect movies, but because they use traps incredibly well. In a well-put-together movie, every element should contribute to the whole. If you just throw things in there for the heck of it, your movie will be
an incoherent, tone-deaf mess. But the three Indiana Jones films are well-constructed (the
first and
third admittedly more-so than the
second), and each trap Indy encounters serves to move the plot along or tell us something more about the story or the characters.
When you are designing a dungeon, you are like the director of a movie that your players are about to watch/star in. If you want it to be a good movie, keep the following tips in mind: