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Thanks for sharing! I was not aware of The Angry GM, but this article looks pretty well thought out at first glance. Will add it to my reading list!
Thanks for sharing! I was not aware of The Angry GM, but this article looks pretty well thought out at first glance. Will add it to my reading list!
That’s an apt observation!
I struggled with traps a lot in the past, both as GM and as player, because the “Oops, your forgot to say…” you describe just never felt like an interesting or satisfying outcome, and handling traps speculatively dragged the pace down and distracted a bit from the core of what’s fun for my groups.
What opened my eyes was Chris McDowall (of Into the Odd & Electric Bastionland), saying that how one reacts to obvious danger, so to paraphrase: taking decisions on known and open ended problems, is one core element of RPG gameplay. You cannot make useful decisions, if you are missing too much info, otherwise it starts becoming gambling. And this really turned my mind around on using traps. I generally try to follow these recommendations from old-school or old-school adjacent games:
And in my experience, this transformed the “Oops, Take 2d6 damage!” into a fun bit of “How do we best get through this hall of spears, without getting skewered?” problem solving.
When I first started DMing, I focused a lot on maintaining a captivating pace at the table, and also had a few story beats that I wanted to hit, and kind of nudge the players towards. This meant I was able to pull off some gratifying one-shots, or short arcs, which I thoroughly enjoyed, but longer adventures started to become too stressful to properly maintain. Especially if there is a larger connecting world or lore in place beforehand, that felt more constricting as the campaign went on.
Practically it felt like being a filmmaker and making every session sensational. And when it worked, it felt awesome. If a session did not land properly however, I felt quite discouraged afterwards.
Then I discovered: hey, I want to be surprised as much myself by the events as the players at my table. I don’t want them to follow my pre-existing story beats. Rather, I want to be an impartial arbiter and just see how the players react, and especially interact.
Want to kill a key NPC? Sure, you can try, and if you manage to do it, the world will react accordingly.
Three things I employed to make every session much more enjoyable for myself:
tl;dr being surprised by the twists and turns in the narrative I did not expect myself
That sounds interesting, and an approach I have not seen before. But the increased potential for interaction and reaction here sounds quite interesting - although I am not sure if initiative would slow it down too much for my tastes.
Did you apply these way of approaching traps and hazards in play yourself? What was your experience?