Showing posts with label trap. Show all posts
Showing posts with label trap. Show all posts

Friday, April 12, 2024

How My Light is Spent

Drawing is mine, modeled on a panel in Dracula Motherf**ker
 
Lots of systems have existing light rules. Why make my own

I want my game to be streamlined so I don't always enforce rigorous torch timelines or sightlines. However for the right kind of classic dungeon there's a lot of interesting prioritization and strategy choices created by adhering to specific light rules. 

In this post, I've collected some of the things that make light & dark rules fun: monsters, spells, items and obstacles that create novel challenges and provide tools for creative problem solving.

Sean Cruz

This will be a fairly long post...

Saturday, November 5, 2022

Magic Mirrors

Disney's Snow White

Magic mirrors are a common trope in myth and fantasy.  Across history and around the world, people have seen mirrors as possessing supernatural power, from Vulcan to Tezcatlipoca.

Trying to tap into that mythic resonance, I've come up with several mirrors to stock dungeons: 

  1. Paralyzing Mirror - This mirror instantly paralyzes anyone who can see any part of their own reflection in it. Escape requires help from someone who avoids looking at their reflection.
  2. Window Mirror - This mirror shows whatever is on the other side of the wall on which it is hung as if it were a window.
  3. Ghost Mirror - This mirror shows ghosts in its reflection. 
  4. Spell Mirror - If any magic user peers into this mirror for one minute, they memorize a single use of the Mirror Image spell (in addition to any other spells they have memorized). If the spell has not been cast by the time the mage sleeps, it fades away. 
  5. Extra Object Mirror -  This mirror shows an object (perhaps a vase etc.) not present in the real world. Finding the object and placing it to match its position in the reflection will unlock a secret door to another part of the dungeon. 
  6. Broken Mirror - One shattered piece is missing (hidden elsewhere in the dungeon) but if the mirror is reassembled, a floating face appears and will answer any one question for each person that stands before it. 
  7. Reflecting Pond - The surface of this small pool is agitated by a large and active fish that darts about in the water. If the fish is removed or stilled, the water will settle and show scenes of the distant past. 
  8. Paired Mirrors - If the scenes reflected in these two mirrors match (aside from any living things) a person can step into one mirror and out of the other like a magic portal.  
Still Snow White

Friday, November 13, 2020

Three Trap Types to Minimize Boredom

I have been thinking a lot about traps. 

Grimtooth

My games tend to be fairly crawly. Dungeon crawls, blob crawls, forest crawls. Always crawling. 

Traps are an iconic part of the crawling mode of play but it's easy for them to be boring or frustrating. 

The key to making traps fun is to have a clear idea of what you are trying to add to the game play by placing a trap. There are three distinct reasons I use traps: as obstacles, as set-ups and as resource taxes.

It's also worth mentioning that I never use traps that punish players for insufficient caution. Game time is scarce and I don't want to waste it tapping the walls and examining floor tiles.