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Seth Skorkowsky
Seth Skorkowsky

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My Traps Video is Available

Hello, everybody!

Well, after slamming through the last week since I posted Part 1 of my Dungeon Design series, I've now recorded and edited Part 2. It's mostly about Traps and Trap Theory (or at least my Trap Theory), as well as Rewards and Plot Objectives. 

I foolishly believed I could fit all of Part 1 in a single 30 minute video, and then have a second, 15-20 minute video just going over Traps (as dedicated "How to Do Dungeon Traps," videos appear to be popular). Hoo boy, was I wrong.

All in all, the whole series is 80 minutes total. Portions I planned to cover in Part 1 ended up being moved to Part 2 because it was so long. The Traps portion itself is 30 minutes, and I still had a few tidbits and personal anecdotes I couldn't fit in there. 

All that's left is I need to do the Subtitles, which should take me a few hours tomorrow. I plan to post it to the General Public this Thursday afternoon, but you can check it out now.

Next, I'm mostly sure I'll do a review for Righteous Bloods, Ruthless Blades, a cool Wuxia RPG we've been playing. It's been a hit with my players. But I'll know for sure what I'll record next a few days after this video goes fully live and I've had a few days to clear my head (The deciding factor in which videos I do when really comes down to what I'm in the mood for consuming my entire week).

Now that said, are there any topics you'd like me to cover? Game Reviews are limited to my personal play experience, but there's probably a few other subjects I hadn't considered or known there was a demand for. A significant number of my videos began with me trying to answer a simple comment and accidently writing a video outline.

Anyway, that is all for now. Thank you for all your support, and I hope you enjoy the video.

-Seth

My Traps Video is Available

Comments

Ah, yes. The Artificer is another good one. I've never actually used them, myself, but the lore is pretty evocative.

There is a True horror called "The Artificer". It creates traps and can even make living ones that feed on blood and pain and then can reset themselves. They also resist being opened. They describe the process of getting caught in a trap and when they try to open the jaws, felt like trying to wrestle a bone from a dog. It can horror mark people who fall into specifically awful traps.

Closest I had was when I was drawing a dungeon room and one of my players said, "Let me guess. It's an octagonal room." It was. Everyone laughed and told me how much I used octagonal rooms. It was then I started really paying attention to those details and stopped relying on graph paper so much for initial design. Even 20 years later, they still give me crap about it.

I was the long time GM for my play group for a while, and in one of our games, I did the trope of 'kill the villain and the dungeon starts to destroy itself.' Only when the players got to the villain, one of the players said "guys, remember, if we kill this guy, the whole place is gonna go up". At that point I realized I had used that trop a few times before in other games we had ran. So now I keep a running tally of the tropes I put into stories to make sure Im not leaning on one or two things too often.

Terrafan

Blade Runner will very likely happen. Aside from joining in on the Kickstarter, one of my players took the initiative to print, paint, and wire the LEDs for a Blade Runner Blaster for Jack to use in a video. This means I'm kinda obligated to running it for him. So far, I've only given it a skim, but my biggest concern with it is that it appears the game is more about being a Blade Runner doing Blade Runner things, rather than just the world of Blade Runner. There's a whole lot of stories and adventures that can be played with a world, like being Replicants on the run, or just some Cyberpunk style adventures.

One of my favourite trap gimmicks comes from Earthdawn. There is a kind of Horror in the game, a minor type called Scurriers. Their whole deal is that they make, fix and reset traps in old ruins and so forth so that they can feed off the pain and suffering from all the people who get maimed by the traps. I had players adventuring in a ruined city called Parlainth and they ran afoul of a springing blade trap. On the way back out of the ruins they got hit by the same trap again. The third time they reached that spot, they saw the scurriers resetting the trap. Every time after that they would remember the blade trap. It was great watching them build up this map in their heads of traps that these critters set up across the city, as it was much easier to avoid the traps since disarming them was pointless.

I loved part one so I can’t wait to dive into this. I know there will have to be quite a lag before this happens but if you run Free League’s new “Blade Runner” rpg I’d be very interested in your take on it.


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