Showing posts with label dungeon design. Show all posts
Showing posts with label dungeon design. 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:

Monday, January 13, 2014

Treasure: 5 Tips and Tricks for Making Your Treasure Hoards More Memorable

The Fishpool Hoard: British Museum.  Photo: d20 Despot
Treasure.  It's a big part of playing D&D.  It is often one of the primary motivations for adventuring.  But how often is it truly memorable?  How often are your players as impressed by their haul as their characters should be?

So often, after a big fight, games of D&D turn into games of accounting.  "You find 2,500 gold pieces, 1,000 silver, and two rubies worth 500 gp each.  Also, everyone gets 1,200 XP."  While treasure and experience are both rewards for a job well done, they should not be treated in the same way.  XP is a numerical abstraction of your character's growth and skill - it is intangible to the character.  Treasure, however, is an in-game reward, and is very tangible to the character.  Yet too often, just as XP becomes a number that players use to invests in better powers, gp becomes just a number that players invest in better equipment.  Finding treasure should be a roleplaying opportunity, not a simple exercise in accounting.

Let's take a look at some tips and tricks to making treasure interesting, exciting, believable, and memorable.

Tuesday, December 3, 2013

Trials of the Mad Mage: A Beginners' Adventure for Level 5 Characters

Okay, I'm a day late, but there was a lot to write this week:

As part two of my ongoing mission to introduce new players to D&D, I'm posting here a complete adventure of my own device, intended to introduce new (or lapsed) players to Dungeons & Dragons.  I tried to give it a very 'old school' feel, with plenty of traps, puzzles, and strange things you would only find in... well, in the lair of a mad mage.  I also tried to inject some humour in there to help more reluctant players stay engaged with the group.  I made the adventure for level 5 characters because I wanted to give the players a sense of power.  Although I am a big fan of starting off at a low power level, it can be quite discouraging for a new player to come into this incredible world of fantasy and magic, only to realize that he or she can be easily killed by a kobold with a sling.  Starting at a higher level gives players - especially spellcasters - more exciting powers to play with (hopefully without overwhelming them), and can thereby get them more invested in the game and their characters.  For the same reason, many of the combat encounters will be quite easy by the standards of regular D&D players, but I want to take into account the lack of experience of the new players, and I do not want combats to drag on.

Well, enough stalling.  Without further ado, here is the adventure: Trials of the Mad Mage!

The following text (even though it isn't yellow) is available as Open Game Content under the OGL.  (c) 2013 Jonah Bomgaars.

Sunday, September 8, 2013

Sandbox Campaign Part 10: Nemeses



This is part 10 of my ongoing account of the sandbox campaign I am currently running.  Updates are frequent, if irregular, and at the end of each post I talk about one or more subjects pertaining to the adventure but more broadly applicable to all campaigns.  You can find the previous parts here.

Monty, Sigrid, Kat, and Daphne set out into the wilderness in search of Grothmagog, or Greypeak, supposed location of the dreaded Blackhide's camp.  After a day or two of trekking, with early autumn snow falling around them and catching in the trees, they saw in the distance a mountain peak comprised mostly of sheer stone faces which rejected heavy snow accumulation.  A grey peak amongst white ones.  They headed toward it.  The trees began to shake rhythmically with tremendous footsteps, more and more snow sloughing off the branches as the source drew nearer.  Soon, they heard two voices speaking in slurred, booming words:

"Oy, Filk, 'ow much longer we gotta haul deeze little guys around for?"

"Buck up, Wallitz, it's ee-sen-shull for da war effort!" the second voice replied.

"But our back 'urtz!"

"Well dat's da price we'ze gotta pay in order not to get jumped by packs of greasy, disgusting 'umans, innit?"

Then there was a loud sniffing sound, and a third voice cut in, "Quiet, you two! I smell sommat wot I 'aven't smelt in years..."

"Wuzzat, boss?"

"Turnips!"

At that, Monty charged toward the sound of the voices and footsteps.  As he broke out into the clearing made by a dry streambed, he saw a hunch-backed, two-headed giant brandishing twin flails and with a crude wooden howdah strapped to its back from which three goblin scouts peered over the trees, surveying the land.  Two ogres marched at its side, and leading them all was a brutish, orcish-looking giant in splint mail armour.  

"Grathwar!" shouted Monty.  "You'll pay for what you did to my family!"

Thursday, August 15, 2013

Sandbox Campaign Part 6: "This is no mine. It's a tomb"

This is part 6 of my ongoing account of the sandbox campaign I am currently running.  Updates are frequent, if irregular, and at the end of each post I talk about one or more subjects pertaining to the adventure but more broadly applicable to all campaigns.  You can find the previous parts here.

After resting up from their encounter with the flail snail, the party crossed the stone bridge over the chasm and found a chamber abutting a stone wall, featuring a door flanked by two dwarven statues.  After dispatching a trio of cave scorpions, they were able to make out a dwarfish inscription above the door that read:

Into this place let no enemy creep 
douse all lamps and into darkness leap