For years we ran an event at KublaCon that was 24-32 players and had a PvP angle. The most popular format was to have the players be drow, and have a "scavenger hunt". We'd set up elaborate Dwarven Forge setups, and there would be 3-4 parts. The 1st part generally involved heavy role-playing and live NPC interaction. The 2nd part would involve a typical dungeon crawl to acquire items. We once had a third part that involved "tests". We had archery tests, trap tests, jousting, even a jeopardy style trivia game. The last part would then usually end up pitting the survivors against each other. It was always well received.
On page 417 of the Core Rulebook, it states that the DC for saving throws for magic traps is:
(DC 10 + spell level * 1.5) - so for a 4th level spell, we have DC 16 (10 + 4*1.5)
However, on page 419 we have:
for spell traps (DC 10 + spell level + ability mod). Assuming lowest ability mod, we need an Int of 14 (+2) to cast a 4th level spell, so that gives us a DC 16 (10 + 4 + 2)
But, for magic device traps, it says: DC is (10 +spell level) * 1.5. So, for the same 4th level spell we have DC 21 (10 + 4) * 1.5
So, when would the formula on page 417 apply?
Thanks. We are adding an arctic encounter deck soon, and have something else in the works that I hope people will think is cool. Thanks for the feedback, I think I will put together a compendium pdf for sale.
Perhaps I should kickstarter an actual book that is trapped, too. 8-)
DM Under The Bridge wrote:
Thanks for the mention! I am the owner/writer at trapaday.
I would say there is no hard/fast rule to making traps. Just think of an effect you want. It can be any effect at all, perhaps something you saw in a movie or on TV. Decide if it is magical or mechanical and go from there.
In my mind, there are 2 general types of traps (killers and nuisances) Nuisances are meant to be triggered. They have minor, but annoying effects, and can be used in conjunction with encounters to "level the playing field". An example of a nuisance would be a trap that turns everything into difficult terrain just before an encounter with flying monsters, or a trap that does a temporary stat penalty.
Killer traps probably really shouldn't be triggered, and in most cases, should be obvious. The real fun in these traps is that you give the players a sense of accomplishment when they defeat something so deadly and insidious.
Shameless plug: I also write about traps at http://adventureaweek.com where I sometimes discuss how to use traps with an example. I have written on how you can use traps to set tone or to prepare the players for unusual encounters.
Anyway, thanks again for the mention!
You can get it here.
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Just figured this out..
I had to unload all the datasets from the default Paizo set, unselect the character trait web enhancement (loaded by default), reload the Core book and then I could select the APG and move it over. Then I had to unload all and load all.
Vic Wertz wrote:
Do I see NovelSuperstar 2011?
I think you could use a trap design for the first round as well. That's about the only other thing I can think of that would be able to accommodate writing restraints, show creativity and still show an understanding of the underlying mechanics of the game.
Many of the other suggestions wouldn't work.
Also, the one suggestion for making monsters and then using somebody else's stuff doesn't work for me, and here is why.
In the later rounds, you could be unfairly penalized or helped based on the quality of somebody else's work.
Well, since the ultimate winner will be, essentially, a game designer, I'd say that this is true.
wc -w for me.
No, you can still be extremely creative, you just have some boundary conditions. Remember, the ultimate prize is a contract to write something specific. As a writer who wants to sell something, you always have to write to an audience. I'm just saying that if you ignore past advice and submit an item that, to you, is really cool, but falls under any of the myriad of "do not do this" suggestions that we saw last year, well... tell me how that works out for you. You can still make a cool item, just don't submit a beast-shaped coin that has augury powers and gives warriors the ability to cast magic missile.
I approached the contest this year from more of an engineering perspective. I have more complete specs and working examples, so I can better fashion an item that has a chance at winning.
Clark Peterson wrote:
It seems to me that last year was a crap shoot. We were told to design a wondrous item. You ended up getting a huge variety of items.
Anyone thinking they wanted any kind of shot this year looked at the winning items from last year, and designed accordingly. So, it became more of a "design something that your audience (the judges) will like" rather than "design an item you (the contestant) thinks is cool".
I rejected several of my own ideas based on what passed last year. Given the feedback I'm seeing in this forum, I can see that, based on the items I had to submit, I chose wisely.
Warren Hill wrote:
Let me comment on this as a GM and purchaser of books and supplements.
Unless the item is part of a bigger campaign setting, I'd rather not have a backstory, as it's almost certainly not going to fit into my campaign.
Artifacts, however, often need a story.
Actually, believe it or not, being rejected on my item last year turned out ok for me. I won an award in one writing contest, and have been actively (well, as much as RL will allow) entering other contests and trying to get gaming related stuff published. Being rejected somehow got my butt in gear to do so.
So, just by entering, you win.
Other than Iowa pork, there's good food in the Midwest? 8)
I'm near Santa Cruz, California. But I miss good Mexican food, which you can't get in Northern CA.
Hey, don't give up. This is a decathalon, and not a single event.
You might still be the best adventure writer out there, so keep at it.
Clouds Without Water wrote:
And I thought it was "Never engage in a land war in Asia".
I'll bite (literally)
Renshu's Fortune Cookie
This is a small, crisp cookie that can be broken open to reveal a fortune written on a small slip of paper.
01: Fortune: "You are unusually self-reliant" : Effect: No effect, dud cookie
Strong Divination: CL 17th:Create Wondrous Item:Clairaudience/Clairvoyance,Foresight:Price 4575G
After reading several of these posts, I think my item fell into "The Food Item" (it was a fortune cookie) and it probably required too much work on the part of the GM to implement it. Additionally, I looked it over again and a mechanic that seemed obvious, well, maybe wasn't. 8-) Having said that, I'm using the item at KublaCon 2008.
I'll do better next year.
However, losing in the first round wasn't all bad. I pretty much knew that even if I made it to the 2nd round, I wasn't going any further. Countries are not my strong point, and given the time schedule, I doubt I would have created a good country.
So, by losing on Wednesday, I had time to prepare a short story for another contest (albeit a small one) and I actually got third place.
So, I've learned a lesson here. The only bad thing that can happen in these situations is to not try.
I look forward to entering next year.
Mark Cobain wrote:
Yeah, I prefer the Hemmingway approach anyway...
Clark Peterson wrote:
Ok, that's fair. I wont be treating anyone the way Simon does. I think it is deplorable. We are all friends here and this is a friendly competition. We will judge the creation as a design work, not the creator as a person. I certainly have created my share of stinkers :) I dont want anyone to worry that their submission would be mocked or that they would be made fun of. That simply wont happen. We are here to find the best, not to make fun of the worst.
Who is Simon?