Welcome to Trapton
Following on from Tuesday I will say that there’s one time in Dungeons & Dragons you should always include a trap; in an intro adventure. Intro adventures are cool beasts designed for new players to teach them the game mechanics, but also give them a feel for what the game is about. A good generic intro adventure will combine all the elements of Iconic Dungeons & Dragons; a meeting in a tavern, goblins, skeletons, an actual dungeon, at least one Rust Monster or Gelatinous Cube and, of course, a trap. Traps are, despite my distaste for them, a part of the fabric of D&D, and if you want to give your intro party a taster of the D&D the might recognise from TV then you better be prepared to throw one in there. So which one? On Tuesday I talked about traps having a negative impact on my own party’s play experience and the last thing you want to do is have someone’s first experience of D&D be them falling in a pit and struggling to get out. So, what trap...