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9:46 pm September 14, 2010
| DM Jayson
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Julie Hoverson joins us from 19 Nocturne Boulevard this week as we talk about traps, tricks, and ten foot poles.
Jim & Debbie from Gamers Rule show us The Ultimate Unofficial Collector's Guide to AD&D, and we smash Nick's monster to bits in the Creature Feature Theater.
Errata – we mention the new book from Jack Vance in this show, and get the title wrong. Also, while Jack Vance is indeed still active, this is not a new book, but a collection of previously published work. Sorry for the mistake.
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5:42 pm September 27, 2010
| Lass
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Aside from Grimtooth are there any good resources out there for traps and puzzles that a GM can toss out at players?
In particular Im always looking for cool traps that HAVE a way out if the team figures them out. For example I often want to recreate the feel of those pulp fims and comics in my games where the heroes are in a trap and somehow figure some special something out that gets them free at the last momment.
Grimtooths is good but typical to 1e it mostly slaughters the party or players – LET THE ADVENTURERS LIVE!!!!
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6:08 pm September 27, 2010
| maxspookington
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Have you tried Grimtooh's Lite? Tastes great, less killing. Although much of it is a bit corny.
But I've found that you can alter alot of GTs, to be less lethal. There is a sensible middle ground between protecting your players from anything deadly, and intentionally ruining your player's night.
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8:52 pm September 27, 2010
| Chuck
| | Fallon Nevada | |
| Enchanter | posts 105 | 
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You could always just look online for player made traps. I have found many good traps out there and many more that inspired me to create my own.
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"The worthy GM never purposely kills players' PCs, He presents
opportunities for the rash and unthinking players to do that all on
their own."
—
Gary Gygax
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9:54 pm September 27, 2010
| ChefDeadpool
| | Houston, TX | |
| Theurgist | posts 31 | 
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Post edited 3:56 am – September 28, 2010 by ChefDeadpool
Yeah, sadly Grimtooth's Lite is out of print, but it does sound like something that would be useful to a campaign style game. I might try and pick up a copy myself.
As far as player-created traps go, I seem to remember on DF, someone mentioned a really excellent bell trap, which was player-created. I wish I had the mind for that sort of thing.
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9:37 am September 28, 2010
| Lass
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I think the key to a good trap is having a way in which the PCs can cleverly thwart it. As such it needs some sorta flaw that will allow for escape. Problem is that doesnt translate so well into game terms. Either you blurt out the fluff text (which always turns into a teacher's voice from a snoopy cartoon after awhile) or you create some visual que for the player and hope they can pick up on it.
I think one of the best traps I did was in a Mutants and Masterminds game I had the players enter the BBEGs base. In each room was two teleportation chambers, each had a letter above it. When the players entered the rooms in a sequence that corrlated to the name of the BBEG they were safe. However when they went in wrong rooms they had nasty encounters to survive.
I love that sorta stuff to break up the dice rolling grind. If you know any player made ones pass them along. 
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1:57 am September 29, 2010
| ChefDeadpool
| | Houston, TX | |
| Theurgist | posts 31 | 
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Some of the problem, at least for me, is that I'm a big fan of the overland adventure, and as such, cleverly deisgned traps are harder to come by, and much easier when you're dealing with a dungeon setting when you can create the ideal dimensions for your creation without worrying too much about it not making sense.
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4:14 am September 29, 2010
| maxspookington
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In my experience, I would agree that overland trapping is harder than dungeon trapping. They always feel ewok-y to me. Ewok-y or too military. I've had some success with Illusionists laying creative traps, but to be fair: they are more scenario-type traps, rather than the of the mechanical variety.
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9:59 am September 29, 2010
| Lass
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I guess in an outdoor setting it all falls upon how you play yer huminoids. For example Kobolds are meant to be tricky lil buggers. Setting up various pit traps and other such Guerrila Warfare style obstacles can prove really challeneging… and give your players a chance to slag off the Ranger or Druid for not spotting them!
On the other hand those sorta of encounters may well give the Ranger and Druids a chance to really take the lion's share of the spot light for an adventure or two.
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