Like, if the flame nozzle trap is disarmed, part of disarming it releases Rust Monsters digestive juices ruining the specific thief's tools being used?
I really like this idea because it makes use of a couple good Dungeon World moves:
- Give an opportunity that fits a class’ abilities (The thief gets to find and disarm a trap, like a badass)
- Use up their resources (Even bypassing the trap has a consequence)
- Offer an opportunity, with or without cost (If the thief realizes that disarming the flame nozzles might mean not disarming a trap later in the dungeon, will the thief/party decide that they're going to try and figure out the timing and dash through instead of disarming the trap?)
Traps are one of the things I struggle most with in Dungeon World, so this realization, while it might not fit every trap, does give me an option for when PCs are deep in a dungeon designed by an insane and powerful spell-caster or his followers.
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