Saturday, November 13, 2021

A Treatise on Traps

 This post is available in video form on my YouTube channel (opens in a new window).

 

 Click to enlarge
 
 


Here is a simple 3d6 table to generate traps. Each trap has three basic characteristics: the mechanism, the consequence, and the tell.


The mechanism is how the trap is activated. Referees should interpret these results loosely; for example, “weight differential” could mean an Indiana Jones-style trap where removing an idol from a plinth releases a boulder, or it could be a rickety bridge that will collapse if a PC is over a certain level of encumbrance. False mechanisms could mean fake doors that fall and crush anyone attempting to open them, or chest mimics that chomp greedy treasure hunters.


Consequences are self explanatory. Be creative in how you approach them, a “crushing” trap might cause rocks to fall on PCs, or it might mean that their hand is maimed if they reach into a cubby. Displacement traps can be stairs that turn into chutes, portcullises that split parties from one another, or even magical teleport traps.


The “tell” is how a PC can be expected to figure out that something is trapped. For example, “too old or too new” might be a row of canopic jars, which when inspected will reveal that one of the jars is free of any dust. The jar is actually a trap set to ward against tomb robbers that will release ghosts when opened. When the referee chooses to reveal the tell depends on the experience of the players and the consequences of the trap (deadly traps should generally be more obvious, unless dealing with an experienced group). For a first session, or for the first trap in a dungeon, the referee might immediately warn players that, for example, there are holes in the walls of this hallway (indicating a dart or poison gas trap). For more experienced players, the referee might simply note that vines grow up the walls in this hallway, and leave it to players to carefully inspect the vines and notice the holes hidden behind them.


I approach hiding and revealing traps by taking inspiration from the old text-based computer adventure games like Zork, where I’ll describe very simply the notable features of a room, which appendix I in the AD&D DMG is invaluable for. If players more carefully inspect and interact with these features, I will give them more clues. For a particularly devious trap, I might obfuscate it under multiple layers; for example, a player might wish to inspect a conspicuously expensive tapestry. If they peek behind it, it reveals an unworked stone wall, and inspecting that unworked stone reveals that it has been knocked down and built back up many times, indicating perhaps a boulder or log trap hidden behind the wall, confirmed by damage to the opposite wall and bits of stone scattered about the room. The point is to force players to use context clues and lateral thinking to reveal the nature of the trap. There might also be multiple clues leading to the same trap, for example the stone scattered about the room in the previous example.


As for how players can thwart traps, I find it’s best to simply leave it up to the players. More often than not they will come up with an ingenious way to disarm or avoid the trap that you would never have thought of yourself, and it saves on prep work for you. Having one and only one way to avoid a trap can lead to a frustrating experience for the players as they try to divine your thought process.


Placement of traps is also crucial. Traps can be fun and exciting, and a dungeon might be dull without them and encourage recklessness. However, too many traps can result in players being afraid to interact with a single feature of your dungeon and slow the pace of the game to the point where it is boring and frustrating. Using wandering monster rolls to force players to move at a decent clip will further frustrate them when they are forced by the clock to blunder into a trap. To encourage player agency in deciding how and when to check for traps, referees must be logical in their placement of those traps. Defensive choke points may be trapped, as well as treasure rooms. In my opinion, it’s more fun for players to thwart a trap they know about than to find a trap they didn’t know about. I usually signal by following the old rule: if it’s too good to be true, it probably is. When my players find a golden statuette atop a plinth that’s surrounded by dried bloodstains, they know to carefully inspect every feature of the room.


Trapping too many mundane rooms can lead to a boring arms race between the referee and the player: last room we entered, a slime fell on us from above, so now we note that we’re always checking the ceiling when we enter. To thwart the players, the referee places a pit trap. Now we’re always checking the ceiling AND prodding the ground with our ten foot pole. Then the referee places a crossbow trap in the next room that fires when the door is opened. Now we specify that we stand to the side of the door when we open it AND we check the ceiling before entering AND we prod the floor with our poles. Well, now the referee electrifies a door handle. Now we put a rag over the handle before we open it AND we stand to the side AND check the ceiling AND prod the floor and and and… for sixty rooms. This is a waste of time! Even though traps are a negative experience for the characters, they should be a positive experience for the players! I cannot stress this enough. My players have fun discovering, thwarting, and even sometimes getting caught by the traps I place in my dungeon, because they are placed in a fair and logical manner that doesn’t make them afraid to walk down any ten-foot stretch of hallway without first tediously checking for traps. Think of traps like the “inverse” of puzzles: rather than solving a problem for a reward, they are solving a problem to avoid a consequence. But the fun of it, for the players, is in the problem-solving! Not in arbitrarily being taxed resources for simply exploring the dungeon, which is what should be encouraged in the first place. While recklessness should be curtailed, exploration and interaction is the point of the game!


If traps can be detected and evaded by interaction, what’s the point of rolls? In my home games, we rarely roll to detect or remove traps. In a strict interpretation of the rules, a thief’s chance to find or remove traps is for small, mechanical traps such as a poison needle trap in a lock, essentially traps that are difficult to detect or disarm by interacting with the world. Regardless, I find myself using less of these types of traps and therefore encroaching on the thief’s design space a bit, so I suggest giving the thief some buffs here and there to even it out.


I encourage you to roll on this table a few times and post any traps you come up with in the comments. On the screen are a few examples from myself. You can also create your own tables to generate unique traps, and I’d love to see any you come up with yourself, so please post them in the comments as well. Thank you for watching!

Saturday, September 25, 2021

Cave Generator

Here is a cave generator I made, for use in your hexcrawl campaigns.

To generate a cave, first draw an entrance tunnel 30-60 ft in length. Then, roll a d20/d12/d10 for a large/medium/small cave system as well as a d6 and consult the following table. I recommend using 10sq/in graph paper for a large cave system.

Click to enlarge.

  There is also a sub-table for Chambers:

 Click to enlarge.

I will explain things roughly in the order they appear, first for the main table and then for the chamber sub-table, unless I feel they are self-explanatory:

  • Tunnels narrow on a roll of 1 on a d6 and widen on a roll of 6. In a normal cave tunnel, two man-sized beings can walk abreast and upright. After narrowing once, it may only be passed through one abreast. After narrowing again, man-sized creatures must crawl on their hands and knees. Armor and backpacks will make this more difficult. Narrowing a further time means that only a halfling-sized character wearing no armor or backpack can squeeze through on their belly, and must save vs. paralysis or become stuck (lethal).
  • The d12 rolled to determine a curving passageway uses a "clock face" system. If the direction indicated by the d12 is back the way the party came, the passageway does a hairpin turn. If the direction indicated by the d12 is the way the party is currently going, the passageway does two tight hairpin turns to form an "S" and continues in the direction it was originally going.
  • A gentle slope is a mere feature of the cave and will not bring characters to a new level, unless it continues for 120ft. or longer.
  • For a chamber, roll the d20/d12/d10 twice to determine its width and height, taking note of how many exits there are (for example, rolls of 3 and 10 would mean a chamber 30ft by 40ft with two exits). Roll a d12 to place the exits around the chamber (which are generally round). If an exit should be placed where an exit already is, that exit is now hidden (e.g. it is a small crack in the wall that can be found and squeezed through, hidden behind a stalagmite, & c.)
  • When stocking a chamber, "faction" indicates the monster or type of monster whose lair it is, if applicable. Otherwise, use the wandering monster table. Here is an example of a wandering monster table appropriate for caves:
      1. Beetle, Fire
      2. Dwarf
      3. Goblin
      4. Green Slime
      5. Kobold
      6. Lizard, Gecko
      7. Orc
      8. Shrew, Giant
      9. Skeleton
      10. Snake, Cobra
      11. Spider, Crab
      12. Faction

Saturday, March 20, 2021

How to Hexcrawl

This information can be found in video form here. The video goes into more depth with more examples and visuals.


PREPARATION

You will need:

  • A one-inch three-ring binder
  • Clear plastic insert sheets
  • Graph paper, about 4sq/in.
  • Some hex graph paper (available for free online, around 15 hexes by 18 hexes is fine for your first map)*
  • Colored pencils
  • Pen
  • Pencil
  • Wet-erase marker

 An invaluable resource is Judges' Guild's 1977 "Wilderlands of High Fantasy" but it is not strictly necessary.

SETUP

    1. Set up a calendar section in your binder. On one page, list six months with space in between them (can put six months on the back as well for a full year). Write down future events as necessary. On the next page, list the month at the top and write down the days going vertically, as well as a column for weather and a column for weekdays. Generate weather using your preferred method beforehand. Next to the days, note any upcoming events. Check days off as they pass.

     2. Have some tables to generate hex features on the fly. "Wilderlands of High Fantasy" has some fantastic tables for this, but you can also make your own or pull them from blogs. I use a broad table to determine if a feature is natural, manmade, or magical in nature, and sub-tables to determine the feature itself (e.g. a hollow tree, a ruins, a fairy ring)

    3. One two-page "spread" should be composed of your hexmap and its key. The spread before that can be your random encounter tables (X57 and X58 in Moldvay Expert, or your own).

    4. Use colored pencils to make terrain on your hexmap, and a pen with black ink to show rivers. Dashed lines are roads, and dotted lines are trails (or whatever makes sense to you). Six miles per hex is the standard we will be using.

    5. Put numbers in your hexes for features, and write the associated feature on your key in a numbered list.

    6. If a feature requires more description (including a map), insert a page after your key, write the number of the feature on it, and describe the hex. In this way you may insert hexes as they are fleshed out, which is why a three-ring is superior than a marble notebook.

    7. Create a rumor table regarding the features on your hexmap.

MOVEMENT

  • The players have "movement points" equal to their miles per day divided by how many miles each hex is. E.g.: 18mi/day movement and 6mi hexes = 3 movement points.
  • Each hex costs a number of movement points to move INTO.
    • Clear terrain (plains, farmland) = 1 point
    • Rough terrain (forest, hills) = 2 points
    • Very rough terrain (swamp, mountains) = 3 points
  • ONE point may "roll over" to the next day (if players end the day with one movement point left over, they have one additional movement point to use the next day)

TAKING A TURN

  1. Describe the players' surroundings (features in the hex and the terrain of the surrounding hexes)
  2. Players decide on a direction
  3. Check for lost chance (d12):
    1. Veer 60 degrees clockwise
    2. Veer 60 degrees counter-clockwise
    3. Veer 120 degrees clockwise (only in rough and very rough)
    4. Veer 120 degrees counter-clockwise (only in rough and very rough)
    5. Move backwards 1 hex (only in very rough)
    6. Lose a day of travel (only in very rough)
    7. - 12. No change.
  4.  Check for encounters
    • X-in-6: 1 for clear, 2 for rough, 3 for very rough
    • Check encounter time: morning (hex they start in), noon (halfway through their movement points), evening (hex they end in), night (hex they end in, spellcasters cannot prepare spells the next day).
    • Check "% in Lair", if Lair, generate Lair and add to key
  5. Moving into a featureless hex = 1-in-20 chance to generate a feature
  6. Describe surroundings again and continue to move players until movement points are exhausted, then begin a new day (check off a day on your calendar). ONLY CHECK FOR LOST/ENCOUNTERS PER DAY, NOT PER MOVE
  • Track movement using wet-erase marker on plastic sleeve
  • Eschew lost chance if navigating using rivers to navigate or terrain is familiar
  • Remember that combat scale is in yards, not feet, in the wilderness
  • Check for follower morale if extremely demoralizing things happen. Failing by a great margin might result in mutiny.

FINDING HIDDEN FEATURES

    Players may spend movement points to have an X-in-Y chance of finding a feature, where X is movement points spent and Y is 6 for clear terrain, 8 for rough terrain, and 10 for very rough terrain. Hunting may be done in the same way, with 6/8/10 being for teeming with wildlife / normal / sparsely populated rather than terrain roughness. If found, generate a feature perhaps with some treasure and add it to the key. Some features may be pre-generated and decided to be hidden and keyed on the map. These features should generally have rumors leading to them, and some reward for finding them.

 

*NB this is about one-sixth of the size of the original Outdoor Survival map, about 45x36 hexes.

A Treatise on Traps

 This post is available in video form on my YouTube channel (opens in a new window).       Click to enlarge     Here is a simple 3d6 table t...