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Dungeon crawlin' (traps)
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BluSponge
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Joined: 13 May 2003
Posts: 1854
Location: Lewisville, TX

PostPosted: Fri Feb 24, 2012 8:59 am    Post subject: Reply with quote

I have Perilous Places. It's a good supplement. However, most of the material on traps can already be found in a variety of SW books: the fantasy bestowed toolkit, pulp GM toolkit, and the SK book, perhaps even other sources. It's pretty much book standard at this point.

But don't let that sway you. The book is pretty fantastic. Waiting for volume 2. Wink

Tom
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77IM
Heroic


Joined: 23 Jun 2009
Posts: 1591
Location: Austin, TX

PostPosted: Sat Mar 03, 2012 11:57 pm    Post subject: Reply with quote

A while back I wrote a post on Traps that I am still pretty proud of:
http://www.peginc.com/forum/viewtopic.php?t=26783&postdays=0&postorder=asc&start=20#273118

TL;DR Traditional "save vs. damage" traps are booooooooooooring. A trap is interesting only if the players have some decisions to make. Decisions = Interesting. To make a trap that requires player decisions, either a) make the trap easy to spot, but tricky to circumvent (requires more effort than just "make a Lockpicking check"), or b) make it so the trap, once spring, is tricky to get out of. Twisted Evil

-- 77IM
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Lord Karick
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Joined: 25 Mar 2011
Posts: 350
Location: Landsberg, Germany

PostPosted: Sun Mar 04, 2012 2:14 am    Post subject: Reply with quote

Reading this post suddenly put me in mind of the landmine. The PC puts his foot down and click. You're aware of a mechanism being armed. How to get away without setting the trap off?
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Pariah74
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Joined: 16 Jun 2009
Posts: 934

PostPosted: Sun Mar 04, 2012 3:15 am    Post subject: Reply with quote

The Dread Polack wrote:
I am not a big fan of traps, in general. Traps that actually make sense should really just kill someone instantly. Electrical jolts or painful poisons might serve as a non-lethal deterrent.


You just don't get it, do you?

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Lord Karick
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Joined: 25 Mar 2011
Posts: 350
Location: Landsberg, Germany

PostPosted: Tue Aug 28, 2012 6:39 am    Post subject: Reply with quote

Ok, come up with an idea for a room trap for my group based on the Japanese "Hashi" puzzle format.

As the party walks into the room there's a rusty screech as a rather solid portcullis drops down behind them, cutting off all retreat. A nasty GM might want the room to start filling with gas at this stage, or it's a steel door instead of a portcullis and water flows in, or a difficult-to-destroy stone statue, etc.

In the middle of the room is a pedestal with a grid in it complete with pairs of rivulets between a series of numbers in the grid and valves which can be twisted to flow across or down. There is a round hole in the side of the pedestal with a square indentation inside.

Also present somewhere in the room are a handle with a square peg end and a source of mercury (e.g. silvery layer at the bottom of a pool, though how are they going to get it out).

The portcullis can be lifted by filling mercury into the correct rivulets and charging up the device.
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samuraicrab
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Joined: 22 Jun 2012
Posts: 164
Location: Pawtucket,RI

PostPosted: Wed Aug 29, 2012 12:04 am    Post subject: Reply with quote

http://www.rpgnow.com/product/101744/Diabolical-Traps---The-Maintenance-Mummy

That trap series is so cool and is made for savage worlds to boot.
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greyseerco
Seasoned


Joined: 27 Jan 2009
Posts: 246

PostPosted: Wed Aug 29, 2012 5:01 pm    Post subject: Reply with quote

jasales wrote:
SavageGamerGirl wrote:
Triple-Ace Games' Perilous Places & Serious Situations has rules for all sorts of interesting things, such as combat on rooftops, various environmental situations, and traps.

They use card draws to randomly generate a trap, which can be done spontaneously at the table or by a GM before hand. It's definitely worth the price.

http://www.tripleacegames.com/store/index.php?main_page=product_info&cPath=1_4&products_id=9


I have this and it is an excellent source of ideas both ready made and you can't help but start coming up with variations on the themes presented. The trap stuff is well done. I second the recommendation whole heartedly.

I too have this fine PDF and I third this opinion, worth the price and you get so many great idea for making that combat all that more interesting.
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Snate56
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Joined: 11 Jun 2006
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Location: Monroe, Washington

PostPosted: Wed Aug 29, 2012 9:00 pm    Post subject: Reply with quote

Or the portcullis comes down and the room starts to fill with water...
That's what you get when you go with the lowest bidder.




SteveN
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Lord Karick
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Joined: 25 Mar 2011
Posts: 350
Location: Landsberg, Germany

PostPosted: Wed Oct 10, 2012 8:27 am    Post subject: Reply with quote

The players come up against a wall with a mural depicting the months (e.g. a tree at various time of the year). Each of the months has a little alcove that could hold a candle.
Separately they find a note:
"The following will illuminate your way:
April may be duly august, but June will march in.
"
Lighting a candle in each of the alcoves for March, April, May, June, July (duly!) and August will cause a secret door to open.
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Snate56
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Joined: 11 Jun 2006
Posts: 3641
Location: Monroe, Washington

PostPosted: Fri Oct 12, 2012 2:47 pm    Post subject: Reply with quote

Lord Karick wrote:
The players come up against a wall with a mural depicting the months (e.g. a tree at various time of the year). Each of the months has a little alcove that could hold a candle.
Separately they find a note:
"The following will illuminate your way:
April may be duly august, but June will march in.
"
Lighting a candle in each of the alcoves for March, April, May, June, July (duly!) and August will cause a secret door to open.


Excelent use of some of the miscelanious crap carried in a backpack! Be sure to put a few wax drippings in some of the nooks as a clue. Unless of course any light source would work.



SteveN
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