Trap Theory!
Вставка
- Опубліковано 24 кві 2018
- Everything is a trap. Yep. Let's get deep, lets get specific, and talk about 'thinking in traps' can make everything you do in your game more exciting. Join me with some terrain and a whole spikes-on-de-face!
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This is like the 4th time I've watching this video and taken notes. Awesome stuff!
From now on I'll start saying "Thank you my pectorals are mended" in that voice every time I get healed by someone.
Thanks for the recognition of Grimtooth's Traps. We (the people who worked on it) thank you. The humor was to make it apeal, and it also reflects the style of our approach to games. It was meant to get people to have fun and think about what you, as a GM, are doing. I like your presentation felt the urge to comment. You are spot on with your ideas. Great GMs think like this...
I love puzzles. You don't solve puzzles with intelligence. It's cleverness, & your cleverness is your own. It's the heart of role-playing games. Dungeons should be puzzles. Monsters should be puzzles. Social encounters should be puzzles. “How does this work?” “What do they want?” You don’t solve that with dice.
In my opinion, the trap needs to be a choice. Just punishing the characters for forgetting to search for traps isn't enough. You have to have a constant incentive for the players to NOT search for traps, so that when they remember they can search for a trap, they're presented with a choice, sacrificing some other resource to search.
Every game master needs to watch this. Incredible job as always Hankerin!
Eh, I'm very pro-puzzle & pro-riddle in D&D. It's just that players can solve the puzzle/riddle in both ways, by their own wits or by good rolls. As a GM you just need to make sure there's a time limit and danger, drama, suspense, or other important consequences at stake.
how about instead of having the pc's solve the riddle. make their characters roll for it. and a successful roll will give them a clue that their character was able to figure out with their roll.... that way you're not outright giving the answer away, perhaps you have 2 or 3 clues lined up for successful rolls. or even 2 or 3 BAD clues for BAD rolls :D
Also, thank you for making me realize that Ikea is a megadungeon.
"It's an implication of danger."
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I use your enthusiasm and silliness as a model and inspiration when I have to go teach class =) Stay weird mate
This is the stuff that I really like about your channel.
I had your Room Design tenets written down in a little neat table above my encounter ideas, all of which I designed using the three tenets: Threats, Treats, and Timers....
I needed this. After running a terrible pit trap that dragged our game an extra hour (and seeing the drain in my player's faces), I'm committing myself up to up my game. Thanks so much, Hank <3
"My name is Runesmith and welcome to my Masterclass."
i'm a new DM and I've been struggling to make my dungeons interesting. this is immensely helpful. thanks dude!
I love it when Hankerin delves into theory. Looking forward to the next key Key Mechanics video, which I would argue this video could be categorized as.
Yes! Classic Hankerin-style video. Time to party like it’s 2016 again woot woot!
Love it. Going back thru your catalog for room design and trap theory... With quarantine I've been sticking to 5 room "dungeon" adventures for my party - trap theory is PERFECT for this!