Tips on GM'ing context sensitive traps?


Advice


How am I supposed to GM a trap which triggers only when certain conditions are met, without automatically giving away that there's a trap?

Full details (no actual spoilers):

Spoiler:
In my last session my players encountered a bridge that was rigged to collapse under the weight of a certain number of medium-sized creatures.

They moved their minis past the bridge without ever setting any of them ON the bridge. So, of course, I was forced to ask them HOW they crossed the bridge.

That, in turn, tipped them off that there's something dodgy about the bridge, so they said, "Oh, of course we cross it one at a time, very carefully, checking for traps as we go."

End result: the trap might as well not exist.

I thought about rolling Perception checks secretly to see if they noticed the trap. But that still doesn't tell me whether they would actually trigger it by getting a sufficient number of people on the bridge at once.

If I use secret Perception checks and assume that they DO trigger it, they'd cry foul, and they'd be right to do so since the fall would almost certainly have killed anyone I decided happened to be on the bridge at the time. It's no fun to have the GM decide out of the blue that you die without any say in the matter.

If I use secret checks and assume they DON'T trigger it, well, once again the trap may as well not exist.

Suggestions?


Minor Spoiler:
Is this that bridge from pretty early on in Souls for Smuggler's Shiv?

What I'd suggest you do is give a short description of the bridge (if it's the one I'm thinking of in the spoiler there's an official one) or area around the trap.

Say something like "The bridge creaks and sways in the wind, but SEEMS sturdy enough for someone to cross", and that should be enough to tip them off that maybe they should be careful, but without giving anything major away.

Make a habit of doing this, even when there are no traps. Every now and then designate that a room, bridge, walkway or what have you looks kinda skeevy, but don't always make it trapped or dangerous. Keeps them on their toes and always wary, but doesn't necessarily give anything away.

Dark Archive

They clearly did not move across the bridge one at a time carefully checking for traps. They move all their minis across to the other side without concern for the bridge or its properties. I would have watched them move the minis, and as soon as I saw enough on the other side, I would have yelled "STOP!" and instructed the players to leave their minis in place. Any not yet moved across, are not yet on the bridge. Any move across are the bridge. If a player still has his mini in hand, have him place it across the bridge, or allow him to chose if you already have enough across. Then place those who "crossed" on the bridge, and tell them what happens when the trap is triggered. If they argue with you, remind them they didn't say they were crossing in any special way and no one was checking for traps.

One way to avoid things like this in the future is to call for both a 5' and 10' wide marching order, including spacing between characters, and assume that unless you are otherwise informed, these marching orders are how the group is arranged when moving. Then you can simply place the minis where things happen.


@Rynjin: Nope, this bridge is not that bridge.

@Dust Raven: That might work, if they'd all been moving their own minis. But actually it was one just one player who moved the minis for the entire group all at once -- so the other players didn't get to decide what they did before it happened. And it wasn't a meta-gaming thing, I don't think. He was just placing the whole party because it was literally the first 30 seconds of the session. He just stuck 'em all on the closest bit of land. (The side of the bridge they initially approached was on the previous map and no longer visible on the table).


Dust Raven wrote:
One way to avoid things like this in the future is to call for both a 5' and 10' wide marching order, including spacing between characters, and assume that unless you are otherwise informed, these marching orders are how the group is arranged when moving. Then you can simply place the minis where things happen.

I agree, before they get to the bridge or any trap/ambush and start crossing, ask them to confirm their positioning in marching order. Your party will likely be paranoid enough to send the rogue ahead to check for traps on the bridge, if not then place them in marching order on the bridge as they say they're crossing and activate the trap.

Edit: the bridge trap may have been blown this time (although they may come back that way later and forget if it wasn't triggered), in the future consider sowing doubt even where there isn't a trap or ambush by asking for specific party formations at odd times. Use vague or misleading language to keep them guessing (you do not find a trap, instead of no traps, etc.)


Tinalles wrote:

@Rynjin: Nope, this bridge is not that bridge.

@Dust Raven: That might work, if they'd all been moving their own minis. But actually it was one just one player who moved the minis for the entire group all at once -- so the other players didn't get to decide what they did before it happened. And it wasn't a meta-gaming thing, I don't think. He was just placing the whole party because it was literally the first 30 seconds of the session. He just stuck 'em all on the closest bit of land. (The side of the bridge they initially approached was on the previous map and no longer visible on the table).

"Sticking the minis on the closest bit of land at the start of the session" is not the same as "everybody crossed the bridge with no regard for traps" in my book. You should have just told them that they put their minis in the wrong starting place, moved them back to the edge of the map, and then said "You come across a bridge..."

Dark Archive

Tinalles wrote:
@Dust Raven: That might work, if they'd all been moving their own minis. But actually it was one just one player who moved the minis for the entire group all at once -- so the other players didn't get to decide what they did before it happened. And it wasn't a meta-gaming thing, I don't think. He was just placing the whole party because it was literally the first 30 seconds of the session. He just stuck 'em all on the closest bit of land. (The side of the bridge they initially approached was on the previous map and no longer visible on the table).

So the previous session ended before crossing the bridge, and the following session began with the bridge not even on the map? Unless you mean the bridge was on the map, but the other side of it wasn't. In either case, it doesn't sound like you gave your players a chance to trigger the trap.

If I got that wrong, I agree with Rynjin. You should have started by having the players (or player responsible) place the minis in the correct starting area.

Sovereign Court

The bridge as map border, and it happening between sessions... I think you made it awkward for yourself. If the minis didn't start out at the near side of the bridge, saying that they fell in between sessions would strike me as arbitrary.

Instead, start them out on the old map, and move them to a map with the bridge somewhere in the middle of it (though not the precise center), and show something on the other side that looks like it might be enemies, like shrubberies moving suspiciously.

Maybe the party will decide to use the bridge as a bottleneck, or try to cross as fast as possible to avoid being bottlenecked itself. Trap triggers.

On the other hand, maybe they do a "let them come", and nothing happens for a while. Maybe they send the rogue to stealth the bushes, crossing safely.

Either way, don't give away that it's about a trapped bridge, by distracting them with something else. Then just see if they trigger it; they might, they might not.

---

It can be helpful for cases like this, to establish the party's marching order from the outset. Get them to clarify how close the PCs walk to each other. Some players will want to keep distance, afraid of area attacks. However, that has a risk too: getting one PC beaten up by monsters before the other PCs can come to the rescue.


Ascalaphus wrote:
The bridge as map border, and it happening between sessions... I think you made it awkward for yourself. If the minis didn't start out at the near side of the bridge, saying that they fell in between sessions would strike me as arbitrary.

Okay, full discussion of the map will require actual spoilers.

Spoiler:
This is the rope bridge from Thistletop to the island stockade full of goblins, in Rise of the Runelords Chapter 1, Burnt Offerings. The bridge collapses based on the weight of the occupants -- 3 medium creatures will trigger it, with a small creature counting as half, and a large creature as 2 mediums.

Although it is all presented as one contiguous map in the book, the area is HUGE: 55 inches wide by 69 inches tall. Rather than draw all that out, I paid through the nose to print out a full size copy in color, and then had to cut it in two because it was literally twice the area of the entire table. I also took the time to hand-cut pieces of blank paper to cover areas the PCs haven't seen yet, so that we could progressively reveal the map.

The bridge falls about halfway up the map, and it was a logical choke point, so I divided the map in the ocean just past the start of the bridge. The players ended the previous after a long combat clearing out area C1 through C9, revealing the whole headland. They clearly saw the first ten feet of the bridge at the end of the previous session, with their minis positioned at its head, but we had already run long, and we really, really couldn't take the time to deal with the bridge just then.

So at the beginning of this past session, rather than start with the map that had already been finished, I put down the new map (showing the bulk of the bridge) and placed their minis at the beginning of the bridge before they arrived. But due to the width of the map, that meant the minis were right where one player puts all his stuff. So he came in and moved them, put his character sheet on top of the bridge, and then when we got started, he put the minis on the land, occasioning the request that started the thread.

It was an interesting session, and one PC did wind up going cliff-diving after all (though not as a result of the bridge trap). You can read the full account if you like.

And that's how we got to the point where I had to ask them to back up and explain how they were crossing the bridge: an awkward combination of not enough room and the session break falling right at the bridge. They didn't do anything wrong; they just made an incorrect (but logical) assumption about their starting positions. That forced me to ask them to back up, which tipped them off.

Perhaps if we'd been in initiative order at the time it would have flowed more naturally, since then each player would have had to tell me what they were doing. But outside of initiative order it seems awkward to GM, since the triggering conditions depends on the actions of multiple PCs.

Establishing a marching order might help. I'll try it. That said, I don't think I'm ever going to build a trap with a trigger like this one into my own adventures.


Why even use minis in that scenario?

When we played it, our DM told us we came to the bridge, we said we crossed it, bridge collapsed. No issue.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

^This.

Minis should come out for combat, but in general get in the way outside of it.


Most DMs I've seen ask for a default party travel lay out and position.

who's first, second, third, etc

How much space between everyone.

Anything special they want done while traveling.

Then use that default when triggering the traps, surprise attacks.

Dark Archive

Tinalles wrote:
Ascalaphus wrote:
The bridge as map border, and it happening between sessions... I think you made it awkward for yourself. If the minis didn't start out at the near side of the bridge, saying that they fell in between sessions would strike me as arbitrary.

Okay, full discussion of the map will require actual spoilers.

** spoiler omitted **...

Between sessions I would have come up with a map extension; some extra page of hand drawn or printed map which displays the started end of the bridge.

I'm not familiar with the AP or this encounter, so I can't really comment on whether or not the use of minis are appropriate or not, but if the book provided the map, no harm in using minis really. Still, it would have done wonders to describe the bridge before anyone crossed.

I also can't recommend this enough: have your players establish a standard marching order. If they aren't used to doing this on their own, allow them to reestablish that order after every encounter until they find one they are comfortable with as being the default, changing only when they say it does.

One of the things I've done, and seen other DMs do, is draw on an unused portion of the map a 5' wide and 10' wide corridor, and have the players place their minis there when they are between maps or combat, and use that for situational traps/encounters like this one. It's also good for determining if anyone has LoS/LoE or is taking penalties to (Perception due to being further away (or if an NPC is taking greater penalties to hear the party because the clanky dwarf in full plate is in the back instead of in front).


I think it's unavoidable that going from a verbal description of activities to looking where everyone is on the map is a give away that some sort of encounter is happening, but, as you said, this is a choke point. So it's a likely ambush point and if they're reasonably experienced, they should be keeping an eye out. What shouldn't obvious is that this is a trapped bridge rather than concealed guards at the far end, or a flying predator about to attack, or some other encounter.

Sovereign Court

(I'm not reading that spoiler because I just might be joining a RotRL game one of these days. I appreciate the tags.)

I think the only real way of letting a trap like this work naturally is by misdirecting the players' attentions to something else. If you present the bridge as the dramatic center of the map, with nothing else noteworthy in sight, of course they'll be suspicious. If you make them think that something else is noteworthy, like the possible ambush on the other side, they won't focus on the bridge, and deal with it more naturally. They might all cross at once (collapse), or send out a scout first (who gets a Perception check to notice dangerous creaking perhaps?). But their decisions won't be influenced by too much OOC emphasis on the bridge, making it more honest.

If you're not using a mat for the scenario, then the march order is essential.


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Tinalles wrote:

How am I supposed to GM a trap which triggers only when certain conditions are met, without automatically giving away that there's a trap?

Suggestions?

You teach them to avoid meta-gaming. Then you endeavor to make it easier for them to avoid.

I recall one session where the GM drew out an area that looked ripe for ambush and had people place minis on the map. We maneuvered through it, and then he said 'okay and you travel another 3 hours...'

To this day we will mock the cleric that cast a round/level spell there..

Likewise I DM'd once the following situation:

The PCs will go to a place then come back to their base (all within town). On their way back they will be attacked/ambushed.

I drew out the elaborate buildings for the journey within town.

They reacted as if it were special, dangerous dungeon, but then nothing happened on the way there..

I joked with them about fooling them and mocked them for reacting just because they were on a battle-mat (just like said cleric above).

They got the point.

Then they returned.. and the party got the ambush..

-James

Dark Archive

I have a group I run where I deal with this same sort of issue, and another group that I play in. I have a player that in my opinion cares more about the combat portion of everything then the story. SO to not take anything away from the experience everyone has I started keeping everything in initiative. It is a little more owrk on my part, But no one can use the excuse that they were not actually there when a trap went off, as they have moved their character to whever ever they choose to move themselves. It keeps the players honest.


Before the game session, I have the players lay out their minis sitting on the side of the battle mat in their typical marching order. My players understand that as they are moving around the map, the party is staying in the same basic configuration. If someone wants to deviate from this order, they have to speak up.

In the example that you give, once the order was given to cross the bridge, it is expected that the whole party moves together in their marching order and triggers the trap, since no one spoke up about hanging back or inspecting the bridge for traps ahead of time. If they balk, I tell them that they didn't think ahead of time to go single file, just like they did in real life. My players' characters are extensions of them as individuals, and if they forget to check for traps in real life, their characters forget as well.

My players have learned quickly that if they are going to be expecting trouble to plan ahead before moving forward.

Using this method I very rarely have issues with traps or ambushes.


I understand the issue about having a drawn map seem like an encounter, trap, ambush-in-the-making, etc, and so what our group does is draw EVERYTHING. Unless we're going somewhere purely for shopping, a discussion with an NPC in town, etc. so we always move in formation, and we can never cry foul if we step on a trap, cause we sure did. I guess it adds a little more time to everything, but as we use a 3-foot by 2-foot, 1-inch gridded Whiteboard and various colours of pen, it is pretty fast to draw everything, and it helps us visualize our surroundings.

Sovereign Court

But using the 5ft/inch grid for cross-country travel where you hope to cover 6+ miles in a day of marching.. that's not going to work.

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