[net.games.frp] After Magic, what comes next.

james@alberta.UUCP (James Borynec) (06/27/84)

All of these magic Items are really great.  The logical
next step, is for people to post some of their other favorite
tricks of the trade.  For example, there must be a wagon load
of imaginative traps, lurking in the darkness, waiting.....
 
  Here are some of my favorite traps:
 
 Water trap: This is just great for people in lots of armour, 
  swimming is so much fun, in the bowels of a dungeon.  
  Some variations:
   Low ceiling (ie no flying over)
   Black water (can't say just how deep it is, or where. 
    Great for water walking tricks.
   Acid water - acts like a slow poison, or perhaps
    it will rust up armour (including magical) unless preventive
    maintenance is performed.
 
 Low, and or narrow twisty passages.  Just great for those Conan
types.  (in a 3' high 18" wide passage a kobold is a formidable
 foe).   Have you ever tried to Unstick plate armour when wedged
between solid rock and solid hero.
 
 Magnetic trap.  Again most Iron weapons are usually pretty
useless when stuck to the floor.  also try getting out of a mail
shirt, when it is atracted to the floor.   
  Use this in conjection with a water trap, and just watch the fun.
 
 False Corner.  An Illusion of a turn in the passage.  Simple spell,
 but it wrecks the hell out of a lot of maps. 
 
 Anti-gravity room.  Lots of laughs,  try taking a swipe at somebody
 and tumble with mirth.
 
 One way teleport doors to various parts of the dungeon.  Make them
 a little fancier by teleporting only certain species, etc...
 
  
  Enjoy.....
    James Borynec  ihnp4!alberta!james

brad@ut-sally.UUCP (Brad Blumenthal) (06/29/84)

Two rooms that I've run as part of a theme dungeon.
The characters were snooping around a large set of
walls around an open space when:

You find yourself in a closed room, no doors, no windows.
Eventually someone pushes against the wall and all of a sudden
is on the other side of the room.  Then
there are four somethings about a meter around floating 
about a meter off the ground.  When one is hit by anything
but a players body (or armor) it splits in two, each piece splits
agian, then each of these pieces is destroyable.  The idea
here is that the players are playing an asteroids video game --
for real.  Damage, and hit dice can be determined based on 
the strength and size of the party.  The only hard part
is keeping track of the vectors of all the "rocks".  The fun
part of course is the room itself.  Step out one side, and there
you are: on the other side.  Variation:  Saucers: a different
something moving through with missle weapons of some sort (magical
or normal).  BTW none of these beasties can be engaged.  When
the "screen" is clear, the players find themselves ...

In another room, long, narrow, and high.  Out of the gloom
at the ceiling come attack waves of dragonettes, large
flying insects, and gargoyles.  Take out a gargoyle and the
rest of that attack wave can't attack.  Viola: Galaxians.
Again variations in size and strength of attackers can be
geared toward the party.  Specialized transport gates in the floor
put the beasties back up in the rafters.

Happy trails,
Brad Blumenthal          {No reasonable request refused}
{ihnp4,ctvax,seismo}!brad@ut-sally

kaufman@uiucdcs.UUCP (07/13/84)

#R:ut-sally:-242600:uiucdcs:9300034:000:563
uiucdcs!kaufman    Jul 13 13:52:00 1984

[The Dems left their Hart in San Francisco]

For the asteroids room, damage and hit points shouldn't be arbitrarily
assigned - they should be set so that the large rocks are worth 20 experience
points, the medium ones 50, and the smallest ones 100.  Saucers are naturally
worth 200 and 1000.  Should a character survive and stay in the room long
enough to kill 10000 experience points worth of debris, he instantly gets a
henchman.

Also possible: a pac man room or a donkey kong module.

Ken Kaufman (uiucdcs!kaufman)
"Reality is an imperfect mirror of fantasy"