Not really Shattered World related, but since this blog also serves to hold my rants on game design, I might as well put it here.
Trap design in every other version of DnD.
Ug the kobold:"OK, here's a hidden trip wire, and it triggers this crossbow and then deflates this bladder, so that it blows through a horn, letting us know someone is coming."
Zug the kobold:"Looks good."
Trap design in 4e: (You may need to make a free account to read this article)
Ug the kobold:"OK, here's a hidden trip wire, and it triggers this crossbow and then deflates this bladder, so that it blows through a horn, letting us know someone is coming."
Zug the kobold:"No, that will never do. The thief will spot it and disarm it."
Ug:"Well, yeah, but he might miss it. Besides, it will warn us against goblins or even wild animals coming down the tunnel. We have enemies besides PCs."
Zug:"No, no, that's not the point! What does the FIGHTER do?"
Ug:"Kill our women and children, usually. Thus, the traps."
Zug:"No. First, you need some arcane runes for the mage to read and disable. They'll set off the fireball if he doesn't."
Ug:"We have a fireball?"
Zug:"Then, I think, we'll have the runes cast 'animate dead' on some skeletons, so the cleric can turn them.
Ug:"We have someone who can can cast that?"
Zug:"Of course, the skeletons will be trying to stop the thief from disarming the crossbow, so the fighter will have to protect him from them! Perfect! The whole party is involved!"
Ug:"You want this done by WHEN?"
Zug: "Just make sure there's something like this every 50 feet down this tunnel. But make them all different, we don't want people getting bored."
Ug:"Look, are we defending our lair or setting up a theme park ride for adventurers?"
Zug:"Theme park. Duh. Didn't you get the memo?"
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment