The Tyranny of Traps
I’ve been away dealing with real life and as such I’ve had decidedly less time to be Enthusiastic recently (I remain, as ever, unfailingly amateurish). However we’re back with an exciting Tuesday mini-blog, today talking about Traps in Dungeons & Dragons. Traps are an essential component of Dungeons & Dragons. Pit traps, poison darts and leering demonic faces are as core to the experience as Goblins and +1 Swords, that said they’re a component I tend to use infrequently. Why is that? If you’re not familiar with Dungeons & Dragons let me explain; a trap is most commonly a static feature with a specific trigger that injures or inconveniences the player characters in some way. A pit trap with a covering that falls away when stepped on, for example. The problem with traps is that You either spot the pit and avoid it, or you miss it and fall in. Dungeons & Dragons is based on a simple binary success/failure state but, there’s something about traps that flips...