Why Traps Belong on Random Encounter Tables

12/4/1024

For a lot of OSR gamers, “traps” are really more like elaborate puzzles. “Trap means “trigger.” Example:

The trap (or trigger) is usually blatantly telegraphed (the X on the tiles) and the problem can be solved. Its meant to be solved. The players can avoid the tiles marked with an X, and perhaps utilize the trap later on different enemies to catch them on fire.

Maybe its difficult to solve (there’s a lot of Xs, you’ll need to either be acrobatic or find a way to cross without touching most of the floor).

Maybe its easy to avoid (there are scorch marks for exactly where the fire spouts are and there “safe areas” in the room untouched by them).

Traps like this are better off as set-pieces in a room. They usually require the room to be set up in such a way to enable the trap/puzzle to be front-and-center, and so are made greater through pre-planning.

For the other chunk of gamers, “trap” means “attrition”. Not just of items and hit points, but for patience.

10ft poles to tap every tile as you explore the dungeon, because the tiles here are NOT marked with an X. Unless you search the room, or get really specific with your words, you WILL trigger the trap.

In Baldur’s Gate 2, unless you have a thief out there checking for traps, you’re going to get hit with a whole mess of consequences very frequently.

Screenshot taken from “Baldur’s Gate: Durlag’s Tower – Part 2: Dungeon Master’s Guide – Design Club” by Extra Credits on YouTube.

Similarly, in Darkest Dungeon, traps are just invisible until stepped on or scouted out by a character ability.

Image taken from the “Darkest Dungeon Wiki.”

Pre-setting traps like these in your dungeons as a GM either works to keep the players on their toes constantly and have them work incredibly slowly (whether or not they will learn the lesson, and/or waste a ton of time being cautious is another article entirely), or just infuriates the players.

I think their thematic and they have a place in play.

First off, let the players KNOW that traps are a possible random encounter. Player’s are not stupid, and they know random encounters exist, they know there’s an approximate timer for them, and they know that when you start rolling a lot of dice behind the screen that an encounter is on the way.

In this case, hiding doesn’t solve the problem and just wastes time burning down torches and pushing them closer to another random encounter.

So, you just rolled up your first random encounter trap, where does it go in the dungeon? The same place a monster would! Roll for encounter distance as normal and place that far away in any direction.

Well, if its a random pressure-plate-stone in the floor then they just might not have stepped passed it. The odds aren’t impossible that they may have just missed it, no matter the circumstance.

That, I feel, is genuinely not fair.

If there’s no place to put it, do all the rolling for it, but don’t put it in the game. They got off easy, but they don’t know that!

Getting punched in the face sucks, and so does not being able to anticipate it. Telegraphing danger is a core tenant of the OSR, but the whole point of these kinds of traps is to NOT telegraph them. They are supposed to be surprises!

Instead I suggest a new motus operandi:

This method gives the player two chances to chances to save their skin from the trap.

The initial roll gives them the information they need to make a decision. If they fail it, they simply do not get enough information.

The second roll is the one that actually determines if they’re going to suffer the effects of the trap or not.

Success early on means a bonus for the second save. This also depends on the decision they make with the agency they are given.

This method does not mean the player is guaranteed escape. They can still get caught out high and dry. But, they at least feel as if they had some more agency then a single roll to determine everything.

You don’t have to come up with a solution for them to choose before hand, but if its not, “I run away” and makes since, I usually give it to them.

Once you’ve rolled it up, that trap is there now. It shouldn’t follow the players around, and if the players have out their 10ft poles or similar equipment to check each room they enter, they can discover it/trigger it without needing to get into reaction time.

Not all them, but I recommend most of them are. They need to be reset in some way by the residents of the dungeon.

This stops the trap from becoming a dog-and-pony-show onto itself when it should be a simple, sudden, side thing. More will arrive as the encounter table is rolled on, its okay if this one goes away quickly.

Both the complicated puzzle traps and random-gotcha traps are fun (don’t let anyone tell you otherwise), but they can’t be used in the same way without causing frustration.

If a player knowingly steps on a stone tile marked with an X, they only get one roll to dodge the consequences of their actions. The telegraphing takes the place of the initial roll.

So, use both. If you do it right, it will only make things more exciting.


Thank you so much, everyone!

Until we meet again,

2 responses to “Why Traps Belong on Random Encounter Tables”

  1. Agreed. Strong thorough analysis on traps; traps are essentially environmental hazards. I also integrate as randomly challenging encounters givinga living environment of traps, mob monsters & hazards can be anywhere in dungeon rooms, hallways, wilderness areas open fields. Thematic appropriateness and challenge scaling for the player characters are crucial considerations to keep them alert, immersed and engaged in what’s happening next. As a game master, exercise sound judgment regarding pacing and style; avoid a purely mechanical gameplay approach.

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