Traps, puzzles, and other exploration-type challenges can make an adventure really stand out. To help out Dungeon Masters, Wizards of the Coast has provided official guidelines for trap design in both the Dungeon Master’s Guide and Xanathar’s Guide to Everything. But, still, I don’t really “get” trap design.
I can whip up a riddle—a “speak friend and enter” deal—but when it comes to traps or other puzzles, I tend to just avoid them. I’m worried that I’ll make something that either is too difficult (takes too long) or too easy to solve. I want to make something that’s unique and challenging for the players, not frustrate them.
So how do you run traps?
Do you use traps at all? If you make your own, how do you approach trap design—do you use official guidelines, wing it, or something else? Why do you like traps/puzzles?
Do you have a favorite? One that you’ve used before and has gone well?
My goal is to understand how to make a good trap/puzzle. By good, I mean that it’s one that the players can solve in multiple ways (there’s not just one perfect answer), that isn’t a big time sink, but that is still fun and challenging.
Let’s discuss!
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