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So I found this, has some relevance for old school dungeon bashing, and Savage Worlds pulp-style adventures.

https://www.youtube.com/watch?v=8pDKOqE_dMo

Conversation starter: when I think of ancient traps, I think of Hatshepsut and Hephaestion.
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Not even on this dreaded, lonely place I'm allowed to escape that faggot.
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https://archive.org/details/MantrappingRagnarBensonPaladinPress
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>>97962878
Is there a text version? I’m sorry, but I don’t go on the internet to see more talking heads, I have antenna television for that.
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>>97962878
You shouldn't do the full deathtraps, but Grimtooth's traps have a lot of interesting ideas for triggers and trap effects. Just detune them to be less unfair.
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>>97963294
God I love paladin press. Colorado is so based
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>>97962878
I think traps should always be easy to handle and maintain.
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I mean those traps only make sense when it is in an active lair. And how much work you have to put into reseting it.
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>>97969112
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>>97969129
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>>97969112
>>97969129
>>97969133
Back in 3.5 days I used to pull this bullshit on my players. They hated it so I stopped.
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>>97969200
Same poster the real problem was the Rogue player was always stoned and only remembered to check for traps half the time.
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>>97969112
What counts as "proper instruction"?
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>>97969200
Honestly, traps should be tricky, not player ending. The most damage they deal should be a nuisance, not instant death.
It should be fun and in the end a 50% win or loose in my eyes.
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>>97969208
You could blame yourself for relying on the Rogue player. But that happens.
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>>97970277
I think that was a romantic way of saying if the dungeon master did a spell to conmect the hand with the hidden door.
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>>97962878
The problem w/ traps is that there needs to be a REASON things are trapped.

In my hexcrawl I got around this. To the players, it looks like a generic, unexplored fantasy world. The story is simple: 300 years ago, great ships arrived in this unexplored land, fleeing some poorly-remembered catastrophe about the land supposedly sinking into the sea. They arrived at what seemed to be an abandoned continent.

The backstory that the players don't know? 300 years ago, the Yuan-ti cults successfully merged w/ the Mad Mind (111th layer of the Abyss). The world is slowly, literally, sinking. This continent is all that's left and it's got a couple centuries at max. The people who used to live here (vaguely described as "fay people" and everything from elves to hags to centaur) understood what was happening. So they "retreated." They did so by comitting mass suicide, six centuries ago. The Yuan-ti armies were encroaching, so they built mortuary cities, said their prayers, and went off to their various heavens, leaving their bodies behind. Hence all the trapped tomb complexes, because half the civilization fought the Yuan-ti while the other half scrambled to build tomb-cities they could bury themselves in where the Yuan-ti would have difficulty raiding their graves. Hence traps and curses and hidden treasure behind lock and key. Couldn't take anything with them--not even their bodies--so it's all burried in hidden, spelled, trapped tombs.

The players, so far, think they're in a la-di-da, generic, fantasy hex crawl with some ruins and ancient dungeons.
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>>97963294
Yea that’s awesome.
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>>97969129
>Guys this door was suspiciously easy to pick, it might be trapped
>Alright let's investigate
>After tons of investigating we found out there is a boulder behind the door, if we open it it tumbles down this narrow path crushing us
>So how do we get by it without it crushing us?
>...
I don't think it's coincidental that the door has no knob, so that there is nothing to tie a rope to and activate it from afar. What purpose does this trap serve other than to incentivise them to go around or leave?



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