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Traps

Started by PrometheanVigil, December 21, 2015, 02:31:02 PM

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RPGPundit

puzzle traps are especially tricky, because in most but gonzo games they hardly ever make sense.
Obviously, most traps are meant to be either ALWAYS deadly (you don't want anyone getting into your tomb, why would you make a 'clever' trap for them to break??) or very easy to bypass if you know how (i.e., open the door on the left, not the right, or don't step on the third black square).  A trap that gives you a hint that there's a way to avoid it, and dares you to figure it out, would only make sense if the point was to test so that only someone clever could get past, which means the designer WANTS someone to get past on wits alone.

Now, the only case that makes much sense is when the whole dungeon is a test of wits (to prove who's the 'worthiest' or whatever), in which case there should be NO non-puzzle traps (or indeed, nothing that can't be bypassed through wits).  

And even with all that considered, there's still a problem with a lot of puzzle traps in that they encourage people to play out of character, and thus to break immersion. This is especially bad if the test is based on something that only a modern person could know, or that otherwise could only be known by the player but not the character.
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