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Showing posts from February, 2025

Dungeon Room Appendix: Traps, and Hazards

Traps are a staple of dungeon crawling. "Trap" is slightly limiting though; personally, I prefer the broader category of "hazards". Why? Well, simply put because "trap" invokes things like spike pits and swinging blades, but "hazard" includes mechanically-similar-yet-aesthetically-different things like "the air is full of deadly spores". (The distinction, maybe, is "was this constructed by something for the purpose of getting you, or is it naturally occurring", but the line there can be pretty fuzzy and, in practice, pretty unimportant if you ask me.) See, if all you think about are "traps", then brains like mine are railroaded into mechanical constructions, and quickly get hung up on obnoxious questions like "why is this trap here?" and "how does it still function?" and maybe "how does it get reset?". Don't get me wrong, those are good questions to ask, it's just that... it'...