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	<title>Comments on: Old School, New School and Gygaxian Naturalism (or not)</title>
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	<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/</link>
	<description>The Journal of Gamer Culture</description>
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		<title>By: Andreas Davour</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55080</link>
		<dc:creator>Andreas Davour</dc:creator>
		<pubDate>Sun, 31 May 2009 18:51:53 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55080</guid>
		<description>Know your players! I had some behaviour like that in a 3rd ed campaign, and it threatened to wreck the economy of the campaign. Now when I&#039;m less caring about realism I would love to see players take some doors and sell them for 6 000 000 gold!

&lt;abbr&gt;&lt;em&gt;Andreas Davours last blog post..&lt;a href=&quot;http://theomnipotenteye.blogspot.com/2009/05/health-issues.html&quot; rel=&quot;nofollow&quot;&gt;Health issues&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>Know your players! I had some behaviour like that in a 3rd ed campaign, and it threatened to wreck the economy of the campaign. Now when I&#8217;m less caring about realism I would love to see players take some doors and sell them for 6 000 000 gold!</p>
<p><abbr><em>Andreas Davours last blog post..<a href="http://theomnipotenteye.blogspot.com/2009/05/health-issues.html" rel="nofollow">Health issues</a></em></abbr></p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55079</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Sat, 30 May 2009 17:12:32 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55079</guid>
		<description>@Ranalf: Consistency and verisimilitude do matter in dungeons, especially if you play with a bunch of engineers, Chemists and PhDs like my group.

That&#039;s why I was so blown away with the Rule of Cool as I had found the one way of dodging pedantic nitpicking of the details of my adventures as if I could create a an encounter that was cool enough to wow the players, everyone stopped challenging the little details I didn&#039;t have time (or didn&#039;t want to spend the time) getting perfectly right.</description>
		<content:encoded><![CDATA[<p>@Ranalf: Consistency and verisimilitude do matter in dungeons, especially if you play with a bunch of engineers, Chemists and PhDs like my group.</p>
<p>That&#8217;s why I was so blown away with the Rule of Cool as I had found the one way of dodging pedantic nitpicking of the details of my adventures as if I could create a an encounter that was cool enough to wow the players, everyone stopped challenging the little details I didn&#8217;t have time (or didn&#8217;t want to spend the time) getting perfectly right.</p>
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		<title>By: Lurkinggherkin</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55078</link>
		<dc:creator>Lurkinggherkin</dc:creator>
		<pubDate>Sat, 30 May 2009 16:22:06 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55078</guid>
		<description>Obsidian, actually, not adamantite.

{/pedantry}

But obsidian was listed as a semi-precious stone in the 1e DMG worth 10gp.  I recall calculating the value of those huge  doors at 6,000,000gp.  And in those days we gave xp for treasure ;-)


I remember this quite clearly because I independently came up with the idea of nicking the doors and selling them.  Amazing how so many people also came to the same conclusion without the benefit of the internet to spread the idea!

However, maybe here we were at fault for not taking the naturalistic approach to its full conclusion - if someone tried that on me now as a DM I would say that flooding the market with that much obsidian would grossly devalue it as a semi-precious stone.  Never thought of that at the time, though, as my 15-year-old brain had a pretty shaky grasp of economics.

&lt;abbr&gt;&lt;em&gt;Lurkinggherkins last blog post..&lt;a href=&quot;http://www.covengaming.org/wordpress/?p=306&quot; rel=&quot;nofollow&quot;&gt;The Trap&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>Obsidian, actually, not adamantite.</p>
<p>{/pedantry}</p>
<p>But obsidian was listed as a semi-precious stone in the 1e DMG worth 10gp.  I recall calculating the value of those huge  doors at 6,000,000gp.  And in those days we gave xp for treasure <img src='http://critical-hits.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>I remember this quite clearly because I independently came up with the idea of nicking the doors and selling them.  Amazing how so many people also came to the same conclusion without the benefit of the internet to spread the idea!</p>
<p>However, maybe here we were at fault for not taking the naturalistic approach to its full conclusion &#8211; if someone tried that on me now as a DM I would say that flooding the market with that much obsidian would grossly devalue it as a semi-precious stone.  Never thought of that at the time, though, as my 15-year-old brain had a pretty shaky grasp of economics.</p>
<p><abbr><em>Lurkinggherkins last blog post..<a href="http://www.covengaming.org/wordpress/?p=306" rel="nofollow">The Trap</a></em></abbr></p>
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		<title>By: flashheart</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55077</link>
		<dc:creator>flashheart</dc:creator>
		<pubDate>Sat, 30 May 2009 15:44:32 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55077</guid>
		<description>Hey Ranalf, my players did that to me with the adamantite doors as well. It&#039;s very true that those &quot;gygaxian naturalist&quot; dungeons often left strangely unbalancing or manipulable phenomena for players to rort. The focus on the internal mechanics of the game system can lead to strange effects in practice, which are generally avoided if you make sure that everything in your dungeon is there as a coherent aspect of the plot.

&lt;abbr&gt;&lt;em&gt;flashhearts last blog post..&lt;a href=&quot;http://faustusnotes.wordpress.com/2009/05/30/eh/&quot; rel=&quot;nofollow&quot;&gt;eh?&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>Hey Ranalf, my players did that to me with the adamantite doors as well. It&#8217;s very true that those &#8220;gygaxian naturalist&#8221; dungeons often left strangely unbalancing or manipulable phenomena for players to rort. The focus on the internal mechanics of the game system can lead to strange effects in practice, which are generally avoided if you make sure that everything in your dungeon is there as a coherent aspect of the plot.</p>
<p><abbr><em>flashhearts last blog post..<a href="http://faustusnotes.wordpress.com/2009/05/30/eh/" rel="nofollow">eh?</a></em></abbr></p>
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		<title>By: Ranalf</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55076</link>
		<dc:creator>Ranalf</dc:creator>
		<pubDate>Sat, 30 May 2009 14:01:31 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55076</guid>
		<description>I have found that once you start playing with intelligent and resourceful players you pretty much have to come up with a logic for every encounter, be it trap or monster that you put in. Otherwise players will concentrate on the irrationalities you allowed in and wreck the gaming experience. eg: &#039;There was a live minotaur in this tomb, so there must be a way out&#039;...&#039;we use our magic to deconstruct the trap to get at the mechanism (remember the &#039;super-charge spring spell?)&#039;

(A memorable example in the Hall of the Fire Giant king (G3) when the party nicked the solid adamantite doors to the dungeon and sold them..)

It is useful to use magic, unknowable mystery or just irrational/insane npcs to allow you to set up not-sensible things in adventures, (The tomb of horrors did it beautifully - Acereak the Lich testing the players for his own amusement) but it wears thin if you do it too much.

Setting up realistic situations leads to very different role playing experience. The Paladins have to deal with what happens to the orc tribes dependents now you have killed all the males... an interesting morality issue.

Not-realistic dungeons are only ok if everyone agrees to what to expect, otherwise some players will clearly be upset to find the random encounter table has placed 6 cloud giants in a 10&#039;x10&#039; room with no exits..</description>
		<content:encoded><![CDATA[<p>I have found that once you start playing with intelligent and resourceful players you pretty much have to come up with a logic for every encounter, be it trap or monster that you put in. Otherwise players will concentrate on the irrationalities you allowed in and wreck the gaming experience. eg: &#8216;There was a live minotaur in this tomb, so there must be a way out&#8217;&#8230;&#8217;we use our magic to deconstruct the trap to get at the mechanism (remember the &#8216;super-charge spring spell?)&#8217;</p>
<p>(A memorable example in the Hall of the Fire Giant king (G3) when the party nicked the solid adamantite doors to the dungeon and sold them..)</p>
<p>It is useful to use magic, unknowable mystery or just irrational/insane npcs to allow you to set up not-sensible things in adventures, (The tomb of horrors did it beautifully &#8211; Acereak the Lich testing the players for his own amusement) but it wears thin if you do it too much.</p>
<p>Setting up realistic situations leads to very different role playing experience. The Paladins have to deal with what happens to the orc tribes dependents now you have killed all the males&#8230; an interesting morality issue.</p>
<p>Not-realistic dungeons are only ok if everyone agrees to what to expect, otherwise some players will clearly be upset to find the random encounter table has placed 6 cloud giants in a 10&#8242;x10&#8242; room with no exits..</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55075</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Sun, 10 May 2009 22:58:24 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55075</guid>
		<description>I have been away from the computer since last night so while I&#039;ve read all the comments since, I haven&#039;t been able to answer and I likely won&#039;t try.

Traps should have their own posts (as Gherkin did today).  Suffice it to say that I prefer traps in D&amp;D 4e than the average ones I played in 3e.  Tommi&#039;s point is very valid.  Traps definitively can be used as non-gotcha obstacles that can make the dungeon feel more like a Indiana Jones scenario (Skeletons Impaled on Rusted spears are a fine example).

Thanks for the discussions people!</description>
		<content:encoded><![CDATA[<p>I have been away from the computer since last night so while I&#8217;ve read all the comments since, I haven&#8217;t been able to answer and I likely won&#8217;t try.</p>
<p>Traps should have their own posts (as Gherkin did today).  Suffice it to say that I prefer traps in D&#038;D 4e than the average ones I played in 3e.  Tommi&#8217;s point is very valid.  Traps definitively can be used as non-gotcha obstacles that can make the dungeon feel more like a Indiana Jones scenario (Skeletons Impaled on Rusted spears are a fine example).</p>
<p>Thanks for the discussions people!</p>
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		<title>By: flashheart</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55074</link>
		<dc:creator>flashheart</dc:creator>
		<pubDate>Sun, 10 May 2009 22:33:31 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55074</guid>
		<description>D_luck, Tommi: the point of a trap is to set a challenge the characters can solve. So for them to do that, you need to describe something they can understand and interpret, and find a solution for. Thus they get a sense of success. If their success is independent  of your description, then you might as well do a skill check, right? And, DMing is no fun if your players don&#039;t have to interact with your descriptions. Similarly, playing is no fun if you know that what your dm tells you and what you do are unrelated.

So, the DMs description has some relevance to how the players solve the trap. But often, the situation the DM envisaged, which was so clear to him/her, fails dismally on description, and the clear hint at a solution which the DM was putting in just doesn&#039;t work, so the players screw up or give up as often as they succeed.

This happens a lot. That&#039;s why skill checks were invented, I think - to mediate between the human failing of the DM (can&#039;t quite describe things perfectly) and the players (too stupid and drunk to understand anything).

&lt;abbr&gt;&lt;em&gt;flashhearts last blog post..&lt;a href=&quot;http://faustusnotes.wordpress.com/2009/05/06/documents-on-the-unfortunate-lapse-of-discipline/&quot; rel=&quot;nofollow&quot;&gt;Documents on the Unfortunate Lapse of Discipline&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>D_luck, Tommi: the point of a trap is to set a challenge the characters can solve. So for them to do that, you need to describe something they can understand and interpret, and find a solution for. Thus they get a sense of success. If their success is independent  of your description, then you might as well do a skill check, right? And, DMing is no fun if your players don&#8217;t have to interact with your descriptions. Similarly, playing is no fun if you know that what your dm tells you and what you do are unrelated.</p>
<p>So, the DMs description has some relevance to how the players solve the trap. But often, the situation the DM envisaged, which was so clear to him/her, fails dismally on description, and the clear hint at a solution which the DM was putting in just doesn&#8217;t work, so the players screw up or give up as often as they succeed.</p>
<p>This happens a lot. That&#8217;s why skill checks were invented, I think &#8211; to mediate between the human failing of the DM (can&#8217;t quite describe things perfectly) and the players (too stupid and drunk to understand anything).</p>
<p><abbr><em>flashhearts last blog post..<a href="http://faustusnotes.wordpress.com/2009/05/06/documents-on-the-unfortunate-lapse-of-discipline/" rel="nofollow">Documents on the Unfortunate Lapse of Discipline</a></em></abbr></p>
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		<title>By: D_luck</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55073</link>
		<dc:creator>D_luck</dc:creator>
		<pubDate>Sun, 10 May 2009 22:32:29 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55073</guid>
		<description>@Yan:  quote:  “You enter the room and fail to see the trap the ceiling falls on you, your all dead.”

A very similar moment happened in a game I was playing in a long time ago.  My friends and I pissed off the DM so much he killed us all.  It was a game of Paranoia so you could say it make sense to kill all the PCs if you want, but if you do that out of pure anger it&#039;s not the same thing!</description>
		<content:encoded><![CDATA[<p>@Yan:  quote:  “You enter the room and fail to see the trap the ceiling falls on you, your all dead.”</p>
<p>A very similar moment happened in a game I was playing in a long time ago.  My friends and I pissed off the DM so much he killed us all.  It was a game of Paranoia so you could say it make sense to kill all the PCs if you want, but if you do that out of pure anger it&#8217;s not the same thing!</p>
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		<title>By: Andreas Davour</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55072</link>
		<dc:creator>Andreas Davour</dc:creator>
		<pubDate>Sun, 10 May 2009 22:27:24 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55072</guid>
		<description>I actually have no idea how it used to work &quot;back in the days&quot; since I never played D&amp;D back then.

Anyway, I think we all agree that the big problem probably not is the lack of interaction with the trap, but traps as breaking the suspenders of disbelief. I understand why someone would use a skill system for traps, but it&#039;s one situation where I think the invention was a bad idea.

&lt;abbr&gt;&lt;em&gt;Andreas Davours last blog post..&lt;a href=&quot;http://theomnipotenteye.blogspot.com/2009/05/impressions-of-latest-t-and-minotaur.html&quot; rel=&quot;nofollow&quot;&gt;Impressions of the latest T&amp;T, and a minotaur!&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>I actually have no idea how it used to work &#8220;back in the days&#8221; since I never played D&amp;D back then.</p>
<p>Anyway, I think we all agree that the big problem probably not is the lack of interaction with the trap, but traps as breaking the suspenders of disbelief. I understand why someone would use a skill system for traps, but it&#8217;s one situation where I think the invention was a bad idea.</p>
<p><abbr><em>Andreas Davours last blog post..<a href="http://theomnipotenteye.blogspot.com/2009/05/impressions-of-latest-t-and-minotaur.html" rel="nofollow">Impressions of the latest T&amp;T, and a minotaur!</a></em></abbr></p>
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		<title>By: Lurkinggherkin</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55071</link>
		<dc:creator>Lurkinggherkin</dc:creator>
		<pubDate>Sun, 10 May 2009 21:59:12 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55071</guid>
		<description>Suggested reading -

&lt;a href=&quot;http://www.covengaming.org/wordpress/?p=306&quot; rel=&quot;nofollow&quot;&gt;The Trap&lt;/a&gt;

Enjoy!

&lt;abbr&gt;&lt;em&gt;Lurkinggherkins last blog post..&lt;a href=&quot;http://www.covengaming.org/wordpress/?p=306&quot; rel=&quot;nofollow&quot;&gt;The Trap&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>Suggested reading -</p>
<p><a href="http://www.covengaming.org/wordpress/?p=306" rel="nofollow">The Trap</a></p>
<p>Enjoy!</p>
<p><abbr><em>Lurkinggherkins last blog post..<a href="http://www.covengaming.org/wordpress/?p=306" rel="nofollow">The Trap</a></em></abbr></p>
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		<title>By: Yan</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55070</link>
		<dc:creator>Yan</dc:creator>
		<pubDate>Sun, 10 May 2009 21:14:57 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55070</guid>
		<description>Tommi: I don&#039;t see the point of gotcha trap either... But power trip DM likes it.

&quot;You enter the room and fail to see the trap the ceiling falls on you, your all dead.&quot;

;)</description>
		<content:encoded><![CDATA[<p>Tommi: I don&#8217;t see the point of gotcha trap either&#8230; But power trip DM likes it.</p>
<p>&#8220;You enter the room and fail to see the trap the ceiling falls on you, your all dead.&#8221;<br />
 <img src='http://critical-hits.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: The Gherkin Patch &#187; Archive du blog &#187; The Trap</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55069</link>
		<dc:creator>The Gherkin Patch &#187; Archive du blog &#187; The Trap</dc:creator>
		<pubDate>Sun, 10 May 2009 19:53:51 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55069</guid>
		<description>[...] by a side discussion on the merits of traps on ChattyDM&#8217;s post &#8220;Old School, New School and Gygaxian Naturalism (or not)&#8221; - and based very closely on actual recent events in our [...]</description>
		<content:encoded><![CDATA[<p>[...] by a side discussion on the merits of traps on ChattyDM&#8217;s post &#8220;Old School, New School and Gygaxian Naturalism (or not)&#8221; &#8211; and based very closely on actual recent events in our [...]</p>
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		<title>By: Tommi</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55068</link>
		<dc:creator>Tommi</dc:creator>
		<pubDate>Sun, 10 May 2009 19:26:46 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55068</guid>
		<description>D_luck: I am very aware of what you stated. Very aware.

Yan: I don&#039;t see the point of gotcha-traps, or roll-dice-to-solve-traps. Maybe some do enjoy them.

That said, puzzle traps, as you call them, do not fit every game.

flashheart: We would the GM have a particular solution in mind? Where&#039;s the fun in that?</description>
		<content:encoded><![CDATA[<p>D_luck: I am very aware of what you stated. Very aware.</p>
<p>Yan: I don&#8217;t see the point of gotcha-traps, or roll-dice-to-solve-traps. Maybe some do enjoy them.</p>
<p>That said, puzzle traps, as you call them, do not fit every game.</p>
<p>flashheart: We would the GM have a particular solution in mind? Where&#8217;s the fun in that?</p>
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		<title>By: D_luck</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55067</link>
		<dc:creator>D_luck</dc:creator>
		<pubDate>Sun, 10 May 2009 16:28:50 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55067</guid>
		<description>@flashheart:  When you say &quot;fell flat on its face as often as it worked&quot; I don&#039;t understand what you mean.  Can you give me an exemple?

I&#039;m not being sarcastic btw.  It&#039;s just that I never &quot;hope&quot; for a puzzle, a trap or any other plot device to work a way or the other.  Success or failure of the PC attempt to solve anything is always a &quot;success&quot; for me the DM.

My goal is to create a world for the PCs to evolve in, I&#039;m not aiming for a precise result.  The more unpredictable the better ;-)...

Maybe I&#039;m just missing your point.

That&#039;s why I&#039;m asking!</description>
		<content:encoded><![CDATA[<p>@flashheart:  When you say &#8220;fell flat on its face as often as it worked&#8221; I don&#8217;t understand what you mean.  Can you give me an exemple?</p>
<p>I&#8217;m not being sarcastic btw.  It&#8217;s just that I never &#8220;hope&#8221; for a puzzle, a trap or any other plot device to work a way or the other.  Success or failure of the PC attempt to solve anything is always a &#8220;success&#8221; for me the DM.</p>
<p>My goal is to create a world for the PCs to evolve in, I&#8217;m not aiming for a precise result.  The more unpredictable the better <img src='http://critical-hits.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> &#8230;</p>
<p>Maybe I&#8217;m just missing your point.</p>
<p>That&#8217;s why I&#8217;m asking!</p>
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		<title>By: flashheart</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55066</link>
		<dc:creator>flashheart</dc:creator>
		<pubDate>Sun, 10 May 2009 13:48:15 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55066</guid>
		<description>I think the idea of traps as interactive puzzles is over-stated by old schoolers. It&#039;s a good idea in theory but in practice the difficulties of a) planning the trap, b) imagining a disarming mechanism which as much sense when the players hear it as when the DM imagined  it, and c) getting the players to understand the correct solution mean that in practice the traps are often just a failure. This is also true of political scenarios in games - what seems a crystal clear network of political allegiances to the DM is clear as mud once it&#039;s explained to the players.

I&#039;m pretty sure this is why game designers invented the skill check - so they could add a layer of abstraction to a process which, when negotiated directly between dm and players, fell flat on its face as often as it worked.

And there is always the dual-approach to traps, where the trap is disarmed by a skill check but a good idea from the player improves the chances of the check succeeding. No reason for either-ors.

&lt;abbr&gt;&lt;em&gt;flashhearts last blog post..&lt;a href=&quot;http://faustusnotes.wordpress.com/2009/05/06/documents-on-the-unfortunate-lapse-of-discipline/&quot; rel=&quot;nofollow&quot;&gt;Documents on the Unfortunate Lapse of Discipline&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>I think the idea of traps as interactive puzzles is over-stated by old schoolers. It&#8217;s a good idea in theory but in practice the difficulties of a) planning the trap, b) imagining a disarming mechanism which as much sense when the players hear it as when the DM imagined  it, and c) getting the players to understand the correct solution mean that in practice the traps are often just a failure. This is also true of political scenarios in games &#8211; what seems a crystal clear network of political allegiances to the DM is clear as mud once it&#8217;s explained to the players.</p>
<p>I&#8217;m pretty sure this is why game designers invented the skill check &#8211; so they could add a layer of abstraction to a process which, when negotiated directly between dm and players, fell flat on its face as often as it worked.</p>
<p>And there is always the dual-approach to traps, where the trap is disarmed by a skill check but a good idea from the player improves the chances of the check succeeding. No reason for either-ors.</p>
<p><abbr><em>flashhearts last blog post..<a href="http://faustusnotes.wordpress.com/2009/05/06/documents-on-the-unfortunate-lapse-of-discipline/" rel="nofollow">Documents on the Unfortunate Lapse of Discipline</a></em></abbr></p>
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		<title>By: Yan</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55065</link>
		<dc:creator>Yan</dc:creator>
		<pubDate>Sun, 10 May 2009 13:39:45 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55065</guid>
		<description>@Tommi: Well your right in that it depends on how you play. In my own experience though I don&#039;t remember having ever played with someone who used traps as a puzzle. It came down to you make a search roll to find a trap and you make a disarm roll to disarm it (or fail to). This is when you did not have a trap in the middle of the way with no way around it. Making you scratch your head on how the hell did the inhabitant of the place circumvent the pit trap or whatever else.

Puzzles are interactive since they will as you said include every one, dumb trap with search and disarm roll are not. So we could agree that to make a trap interesting it should be turn as a puzzle instead of looking for the gotcha effect.</description>
		<content:encoded><![CDATA[<p>@Tommi: Well your right in that it depends on how you play. In my own experience though I don&#8217;t remember having ever played with someone who used traps as a puzzle. It came down to you make a search roll to find a trap and you make a disarm roll to disarm it (or fail to). This is when you did not have a trap in the middle of the way with no way around it. Making you scratch your head on how the hell did the inhabitant of the place circumvent the pit trap or whatever else.</p>
<p>Puzzles are interactive since they will as you said include every one, dumb trap with search and disarm roll are not. So we could agree that to make a trap interesting it should be turn as a puzzle instead of looking for the gotcha effect.</p>
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		<title>By: D_luck</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55064</link>
		<dc:creator>D_luck</dc:creator>
		<pubDate>Sun, 10 May 2009 10:45:07 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55064</guid>
		<description>@Tommi:  What you describe is my way of playing the game, roleplay over dice rolling.  Not everyone thinks that way.  Alot of people think the skill, the dice &amp; the rules managing those situation (traps, etc) are there to accelerate things.  So to them, it&#039;s just a &quot;rogue thing&quot; because they got the skill to deal with that.

I personnally would not use a trap if it doesnt make sense that it&#039;s there.

There&#039;s many &quot;natural&quot; way to implement traps in the environment.  You only need to have reason for it.  Creature, humanoid, monster, etc could set a trap for food, for protection, to capture an enemy...  If I create a dungeon, a traps could protect the entrance of it.  I could use it to protect the lair of a creature &quot;xyz&quot;.  A trap for the sake of having one in the middle of an hallway is ... let&#039;s say weird to me.</description>
		<content:encoded><![CDATA[<p>@Tommi:  What you describe is my way of playing the game, roleplay over dice rolling.  Not everyone thinks that way.  Alot of people think the skill, the dice &amp; the rules managing those situation (traps, etc) are there to accelerate things.  So to them, it&#8217;s just a &#8220;rogue thing&#8221; because they got the skill to deal with that.</p>
<p>I personnally would not use a trap if it doesnt make sense that it&#8217;s there.</p>
<p>There&#8217;s many &#8220;natural&#8221; way to implement traps in the environment.  You only need to have reason for it.  Creature, humanoid, monster, etc could set a trap for food, for protection, to capture an enemy&#8230;  If I create a dungeon, a traps could protect the entrance of it.  I could use it to protect the lair of a creature &#8220;xyz&#8221;.  A trap for the sake of having one in the middle of an hallway is &#8230; let&#8217;s say weird to me.</p>
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		<title>By: Domingo de Links &#124; Rolando 20 - D&#38;D 4ª edição</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55063</link>
		<dc:creator>Domingo de Links &#124; Rolando 20 - D&#38;D 4ª edição</dc:creator>
		<pubDate>Sun, 10 May 2009 10:12:22 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55063</guid>
		<description>[...] Chatty DM fez uma bela comparação das dungeons de hoje com as de [...]</description>
		<content:encoded><![CDATA[<p>[...] Chatty DM fez uma bela comparação das dungeons de hoje com as de [...]</p>
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		<title>By: Tommi</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55062</link>
		<dc:creator>Tommi</dc:creator>
		<pubDate>Sun, 10 May 2009 08:41:50 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55062</guid>
		<description>Yan;

So, GM describes how there&#039;s this crumbled body in front of the door that blocks the corridor. Someone tells that they are check if there are any holes in floor, walls and roof. And indeed such exist, in the roof. Now the players brainstorm how they should pass this obstacle; maybe by blocking the holes, maybe crushing the door from afar and running past the trap. Maybe by finding what triggers it.

I fail to see how this would not be interactive, or how someone being a rogue makes everyone else irrelevant.</description>
		<content:encoded><![CDATA[<p>Yan;</p>
<p>So, GM describes how there&#8217;s this crumbled body in front of the door that blocks the corridor. Someone tells that they are check if there are any holes in floor, walls and roof. And indeed such exist, in the roof. Now the players brainstorm how they should pass this obstacle; maybe by blocking the holes, maybe crushing the door from afar and running past the trap. Maybe by finding what triggers it.</p>
<p>I fail to see how this would not be interactive, or how someone being a rogue makes everyone else irrelevant.</p>
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		<title>By: Lurkinggherkin</title>
		<link>http://critical-hits.com/2009/05/07/old-school-new-school-and-gygaxian-naturalism-or-not/#comment-55061</link>
		<dc:creator>Lurkinggherkin</dc:creator>
		<pubDate>Sun, 10 May 2009 07:50:59 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=2965#comment-55061</guid>
		<description>@Andreas:  &#039;Full Paranoia&#039; a peculiarity of 3e?  I think not.  Back in my early gaming days when we played Blue Book/1e, particularly homebrewed dungeons, you really knew what full paranoia meant.  10&#039; poles used to tap ahead, copper coins thrown every damn place before you went there, mirrors used to look around corners, and we roleplayed all that out.  With good reason, too.  In those days DM&#039;s used to buy and use supplements like &#039;Grimtooth&#039;s Traps&#039; with relish.

Personally, I don&#039;t place traps without a reason, and my players know what sorts of environment to expect them in, so they don&#039;t go &#039;full paranoia&#039; all the time.  When they do encounter a trap once in a while, some of them actually seem to like it (except maybe the sucker who falls for it...) - &#039;Yay, traps, so retro!&#039;.

&lt;abbr&gt;&lt;em&gt;Lurkinggherkins last blog post..&lt;a href=&quot;http://www.covengaming.org/wordpress/?p=304&quot; rel=&quot;nofollow&quot;&gt;To Mini, Or Not To Mini….&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>@Andreas:  &#8216;Full Paranoia&#8217; a peculiarity of 3e?  I think not.  Back in my early gaming days when we played Blue Book/1e, particularly homebrewed dungeons, you really knew what full paranoia meant.  10&#8242; poles used to tap ahead, copper coins thrown every damn place before you went there, mirrors used to look around corners, and we roleplayed all that out.  With good reason, too.  In those days DM&#8217;s used to buy and use supplements like &#8216;Grimtooth&#8217;s Traps&#8217; with relish.</p>
<p>Personally, I don&#8217;t place traps without a reason, and my players know what sorts of environment to expect them in, so they don&#8217;t go &#8216;full paranoia&#8217; all the time.  When they do encounter a trap once in a while, some of them actually seem to like it (except maybe the sucker who falls for it&#8230;) &#8211; &#8216;Yay, traps, so retro!&#8217;.</p>
<p><abbr><em>Lurkinggherkins last blog post..<a href="http://www.covengaming.org/wordpress/?p=304" rel="nofollow">To Mini, Or Not To Mini….</a></em></abbr></p>
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