Showing posts with label Indiana Jones. Show all posts
Showing posts with label Indiana Jones. Show all posts

Monday, November 2, 2015

Traps 103 with Dr. Henry Jones, Jr.

Paramount Pictures
Welcome back, class! I know it's been a while since our last two sessions, so I hope you took good notes.

Today I'll be talking about how a GM can make detecting and disarming traps more interesting in-game.  I won't be using so many examples from the Indiana Jones movies this time around, because I can only think of one time Indy makes a Disable Device check.  When he is approaching the Breath of God trap in Last Crusade, he ducks, grabs a rope, and hooks it onto a spinning wheel, causing the trap to grind to a halt.

Paramount Pictures
Last time around, I closed by talking about making complex death traps that seem more like puzzles in how the players interact with them.  So why don't we expand that principle to all traps?

I've noticed that in my games, both as a player and as a GM, traps are not always well integrated into the play experience.  A typical trap encounter might go something like this:
Rogue: I open the chest!  Wait, first I should check for traps.
GM: Roll for it. 
Rogue: *rolling* 13... so that's a... 27 all together. 
GM: Alright, you're pretty sure that if you open the chest it will stick you with a poisoned needle. 
Rogue: *rolling* I got a... 31 to disarm. 
GM: Wow.  Okay, you stick your thieves' tools in there and disarm it.  
That's a pretty boring interaction.  Most of it is just calling out numbers, which is not something the in-game character would even be aware of.  This is a failing on my (the GM's) part.  When I include a trap encounter, I need to set it up through description.  To do that, we'll need to delve deeper:

Sunday, June 29, 2014

Traps 102 with Dr. Henry Jones, Jr.

Paramount Pictures
Last week, in Traps 101, I used Raiders of the Lost Ark to demonstrate a few basic things that traps can do in a dungeon.  I mean, besides maiming and killing.  This week, I'm also bringing in examples from Temple of Doom and Last Crusade, the only other Indiana Jones movies I recognize as canon (not that Crystal Skulls had any traps in it anyways).

Indiana Jones is an adventurer's adventurer, so it really makes sense that the temples and ruins he navigates are dungeons any GM would be happy to have created.  They have a cinematic quality to them (naturally) that boils the elements of a good dungeon down to a few tightly-implemented set-pieces.  For that reason, the Indiana Jones movies ring true as great D&D-style adventures despite the fact that there are no fantastical monsters and Indy himself doesn't wear armour or wield a sword.

"You're strangely dressed for a knight..."                 Paramount Pictures
So what else can we learn about traps from the adventures of Professor Henry Jones, Jr.?

Sunday, June 22, 2014

Traps 101 with Dr. Henry Jones, Jr.


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: