Showing posts with label traps. Show all posts
Showing posts with label traps. Show all posts

Friday, 6 November 2020

Trap-Dog Laboratory

Kobolds - ANOTHER of the top-ten most-emblematic D&D monsters which, on examination, doesn't seem that good.

The Owlbear, while pleasingly ridiculous in central concept, didn't do anything interesting relating to either bears or owls. It was _distinct_ though. The central concept leaves a strong impression.

The Kobold though. Essentially Goblins-But-Not.

A conceptually-amorphous and unclear monster Kobolds are. Perhaps the most unclear in their central concept. They famously change from edition to edition. Sometimes little dog-men, sometimes little dragon men or lizard people.

The one thing that sticks in my mind about the place of Kobolds in D&D is that they are emblematic of weakness and a kind of petty failure to threaten in a way Goblins are not, and that their most memorable instantiations are moments of counterpoint.

Yes, the adventure says, these are Kobolds, the weakest bitches in the game, but THESE Kobolds.. etc etc etc




PUPPY GOBLIN VIETCONG


I only came up with one even-workable concept for Kobolds; anime-cute puppy/dog people who are just super UwU and fluffy, but they make use of utterly ruthless Vietcong-style traps, arranged with dark perversity.

Not a great idea; a one note joke, but maybe kids would like it, and something that is interesting is - how to make traps that are fiendish and feel dangerous and horrible, but without them being lethal or too horrifically violent?

That would actually be a challenge great enough to validate the effort made.

(At some point with this game I am going to hit a hard limit of things that you can take away from child adventurers that aren't blood and flesh.)

So, here is my brainstorm of...


https://www.instagram.com/matthewburgerart/


NON (OR LESS) VIOLENT TRAPS


  • GLUE - loony tunes glue, strong stuff.
  • Springs/ejection - sends you flying away somewhere to presumably not break all your bones on impact.
  • Hypno-wheel.
  • Thumb tacks - this might be too hardcore for kids but fuck it.
  • Super-magnets? I guess these could either pin you or swoop stuff from your pockets.
  • Curtains of illusion - like Kobolds can construct stage scenery super fast so they can hang a curtain across a door painted to look exactly like the room inside, but really behind it the room is full of Kobolds.
  • Pit Traps - Ok you fall, but what happens then? Do you climb out? Do the Kobolds come to get you? Kobolds painting the bottom of the trap to look like an infinite hole so if you don't fall in it you are like wft they can do *that*? But if you do fall in it it gives the game away about the Kobolds stage powers.
  • Falling Pans - PANS, hard and clattery enough that no-one would want them to fall upon then, but still largely harmless.
  • Slippy floors - leading to glue, webs or very strong tape. (Obviously Kobolds are going to be friends with Giant Spiders, they have the same defence posture)
  • Re-painting walls so that doors and other things seem to be in different places.
  • Hiding an elephant in the house, Banksy-style (I don't know where this is going). Probably hiding a crocodile in the house would be better. Maybe leave a note "tHERES i S AN invISIbcle cROkODIle iN Ur hooSE"
  • Giant Buckets of water ready to wash you somewhere, like down some stairs. Maybe soapy water to make you slippy afterwards.
  • Giant buckets of piss. Emissions always matters of hilarity to children.
  • Blowdarts with frog sweat that make you trip out.
  • Exploding food - both gunpowder primed and also perfect simulacra inflatable food that pops when you bite into it.
  • Stairways and ladders to "nowhere" - tapestries on squeaky rollers on both sides of the stairs and when you think you are climbing up the kobolds just cycle the stairs down and kobolds spinning levers on each side just roll the view while sniggering - also they completely re-engineered the stairs somehow?
  • Stairs-go-flat trap this is turning out a LOT like an Adam West Batman episode. Are Kobolds basically Cesar Romeros Joker?
  • Gas obviously, I suppose they would need to use the very-obvious GREEN gas that billows from a lamp or door knocker shaped like a mouth. Gas has a special role in genre fiction. Almost the classic you-are-caught-but-its-only-the-second-act tool of choice.
  • God I hate thinking of traps.
  • Lift-you-up balloon traps, like a snare but its attached to a weather balloon, bye bye motherfucker!
  • A classic snare is also good though.
  • And that star-wars net trap, which I think is basically a different form of snare.
  • Beds or chairs with hidden springs that tilt over and trap you.
  • Also sofas etc which open up the pillows and suck you down.
  • SLIME - children seem to love it. An inoffensive mucusy but still fundamentally harmless deterrent. But if we are willing to slime children are we not willing to simply label it 'GIANT SNOT'?
  • A cannon loaded only with gunpowder so it turns your face black and blows your hair off. Add some extra weird shit by saying that it can actually blow off parts of your face but they survive and can be recovered later.
  • An x-ray trap that turns your flesh invisible, making you seem like a skeleton, perhaps even a glowing skeleton so everyone thinks you are a ghoul or ghost.
  • Super fast growing vines. They pin you down, grow inside your clothes, even up your nose. Possibly beans that come from a can.
  • BEEEEEES - dropping a beehive on someone is apparently instant hilarity and despite being potentially lethal.
  • Sticking something big and ridiculous on over your head and face, like a massive top hat or large boot. Its glued on so you will need to cut holes to see and eat through.
  • Releasing spiders onto people, biting ants would work better I think.
  • A house-tilting lever that can send invaders spinning across the soapy floor and right out of the window or door.
  • A whole bunch of monkeys stitched into a human-sized human-shaped pillow and forced into human clothes with a mask put on, but if you touch it the stitches unravel and all the monkeys spill out in a bad state.
  • A giant mousetrap that pins you in place.
  • A less-lethal bear-trap that doesn't necessarily break your leg.
  • Covering someone in sticky stuff and then in feathers or something is a classic.
  • By comic-book rules electrocuting people is both fun and harmless but I'm not sure I want to face that court case when kids try it in real life.
  • Slingshots seem like an appropriate Kobold weapon, firing thumb tacks or wads of paper.
  • A shrink ray makes the adventure a whole new deal. Same with a de-dimensionaliser. 
  • Should I be going for comic-book super science and more magical effects or keep it closer to pseudo-real? I feel like the opportunities of magical effects make everything slightly boring and formless..
  • A hypnotising snake or frog? These all seem like variations on the hypno-disk,,
  • Giant hour glass which fills with something or other.
  • Sneezing powder.
  • Itching powder.
  • Walls and doors that spin round on axels, putting you in a bad situation!
  • Freeze rays - have I already used that?
  • A knitted knotting thing that tightens if you struggle against it.
  • Finger trap.


https://www.instagram.com/matthewburgerart/



FICTIONAL CONFLUENCE HERE


What on earth happened here? If you read through you probably started thinking; "He's just ripping off the old Batman TV series but NOT SO, at least not consciously. I did go to a website for the last handful and start reading through lists of the old Batman traps, but it was only then, with most of the list done, that I realised that I had, either unconsciously, or through parallel thought, actually mimicked a lot of those mechanisms.

Still, some very clear confluences must include; Batman TV Series, Loony Tunes, Home Alone, possibly Funfairs. None of these were deliberate influences and I can't tell if I drew from then accidentally or just thought alongside them.

A difficult polarity the list brings up is the marginal space between realistic physics, unlikely physics, cartoon but still intuitive physics, and surreal or utterly ridiculous reality warping.

I instinctively want to keep the Trap Dogs more within the real and pseudo-real 'Home Alone' space rather than them being Wyle E. Coyote. It feels appropriate. But I don't think I could give up on at least a few of those painted walls or retracting stairs.



SIDE IDEAS


Top-level Kobolds can disguise themselves as common objects so perfectly that that’s all you can see. So the final boss or major Kobold villain you encounter at the end might be a shoe, or a rubber tyre...

Kobolds gaining in reality-warping slapstick as they gain in power might be a useful limiter/diegetic expression that lets me use some whacky stuff but still have problems solvable. Like if you want to stop the ACME Company traps you must find 'The Black Boot'!

Another; Kobolds are squatters. Home invaders. While the PCs are out and about adventuring, the Kobolds invade their home and turn it into some Home-Alone shit with the PCs as the invaders. Pleasing elements of this are that it creates a mission of TAKE BACK THE HOUSE, which is intuitively clear, emotionally compelling and tactically coherent. The home base is now a tricksy tactical space and the PCs can use their knowledge of their home to outwit the baddies. Also if you defeat the Kobolds you can re-purpose all the traps for your own designs.






WHAT STRANGE GYGAXIAN CULTURE SPRINGS FROM THIS?


All of these ideas are based around useful play, but what happens if we jam them all together and assume them to be a coherent whole which actually describes a real culture

  • Still seem to be in some sense, cowardly, or at least, craven.
  • Friends with spiders.
  • Obsessed with property.
  • Reactive defence posture.
  • Masters of simulacra and non-magical illusion.
  • Why to they all look like puppies?
  • High level masters have reality-bending disguise powers.
  • Seem to have borderline loony-tunes levels of construction.
  • And acme-levels of resource acquisition.
  • (Possible access to Hammer Space).
  • Use slingshots.
  • Stay out of sight.
  • A bit like batman villains, bugs bunny and the Macster from Home Alone.


A simple answer to the home situation is that they are jealous of not having one.

Jealousy, ressentiment and feelings of weakness explain a lot of their other patterns as well. The hide because they don't want people to see them. Maybe because they are SO CUTE!! and whenever people see them they just pick them up and touch them, pet them, and the Trap-Dogs HATE IT.

Probably they are also fearful, like small dogs are always yapping at everything because everything triggers a threat response. They know they suffer an intense inborn fear response and they HATE that too because it makes them feel weak.

They just want to be feared and respected. Maybe they even have low self-esteem related delusions of grandeur. Obviously its not enough for them to use their crazy powers to build their own house. They want YOUR house, because they need to prove themselves better than YOU. Its more important to take your things than it is simply to have things.

Honestly they seem surprisingly sympathetic monsters. Perhaps near-redeemable monsters and, (christ curse me for writing a moral lesson), a good example for children of toxic low self-esteem.


https://imgur.com/gallery/gJjfiX3



Feel three to throw ideas and concepts in the comments.....



Friday, 24 August 2018

Back to 2015 Motherfuckers!

When things were good a pure and people did lists of useful things.



So now there's 100? 

Except I'm pretty sure I repeated a few. Plus I stopped caring about whatever the rules were pretty (immediately) quickly. And many of these aren't really 'traps'.


1. Bird Trap - Room of  big stuffed birds. One has switch to secret door in its beak. The rest are not stuffed, but violent resentful waiting undead.

2. Hourglass Trap - Key blocks the sand, door opens inwards.

3. Infinite Distance Trap - Only 20 feet but end of passage is always double the distance you have already gone.

4. Earthquake Trap - Portal guarded by Earth God. Opening splits building or dungeon apart with giant chasm. Whole other half of place now other side of infinite sheer sided hole. Chasm may expand to entire nation. Add written warning to increase gamability.

5. Fated Doppelgangers - Dark room full of tactical cover. Familiar voices warn you not to approach, turn back. Guards are your own cursed older selves, wounded from adventure. At end of dungeon you must become them and re-fight the fight, hoping to win this time and (presumably) kill alternate younger selves? Or fake your way out of the paradox somehow.

6. Trouble Giant - Room full of big squashy giant asleep and having a nightmare. If made happy will shrink down so room can be navigated but has been told not to let anyone through or there will be trouble and he grows bigger when scared. He doesn't want Trouble.

7. Song Trap - Key to something is a song. Giant sleeping Supermonster chained nearby.

8. Door rotting but barred with the bones of a saint. Damaging them a serious sin.

9. Door is Gingerbread but transforms those who pass into Fondant Men. Hungry Monsters beyond.

10. Big tall complex place. Dimensional exit door carried about by swarms of climbing skeletons with added spider bone limbs. They fear all life and climb up and away from anything living.

11. Vantablack Cathedral with blind black-robed archers in the belfries. They shoot anything they hear with importune skill. (The Samurai Jack.)

12. First through door sent 100 years back into the past. Few monsters or treasure and traps & problems being built, they can find ways to leave signs and info for their friends in the future to help them past stuff.

13. Floor paved with ripe babies and spikes.

14. Door is the shadow of a billowing flag, but there are many flags, no light, no wind and they are all highly flammable.

15. Door is under a rug but the whole floor is rugs and a nice old man says the one rule is that you can't move the rugs - he breaks down and goes mad if you do. (i.e. the 'DFD'). Possibly add infinite depth of rugs for interest.

16. Can only be opened with the finger bone of a very recent and entirely willing suicide.

17. Cyclopean Door. - 1 mile high. Latch, handle & key hole half way up sheer dense wood. key in lock but is the size of a house. Gogmagogic sign reads 'Door Opens Quick'. Howling gale from under crack prevents floor level access. Door swings open in a 1/4 mile arc destroying everything. (Possible local settlement & 'Cathedral of the Door'.)

18. Door is glass terrarium full of poisoned ants. They run out and over the handle and about the room. 1 sting painful - many debilitating. Lock keps active by the living ants, if they die, portal permanently shut.

19. Door/Area utterly evil and cursed. Evil kept at bay by 20 sacred statues of Devas/Saints - they have jewel eyes that help them see the evil with. Half of the jewels are missing. PC's can replace them to make area passable, or steal the rest. Other Adventure Party is here and disagrees with whatever the PC's want.

20. Door simply massive boulder, guarded by Giant strong enough to lift or roll it but cursed so that for all who pass that live, he loses one year of life, and for all of the dead who are denied, he also loses a year. The Giant is blind. (i.e. the 'Oddessy'.)

21. Lots of treasure but its invisible and hidden 'between life and death'. Guarded by a Wyvern who drips their poison into a crystal cup every day. Allows those who drink free access, but they always die. (i.e. 'the Potter'.)

22. Climb up giants chimney to get thing. Goblin tends fire at the bottom that fills it with wondrously noxious and choking soot and gas, but keeps it free of Stirges who swoop through whenever fire is out.

23. Key to thing is the golden spear of a noble hero. Hero and spear are the only thing suppressing sea of shadows from slowly consuming building or dungeon from the outside in.

24. Key can only be carried by foot as a slow, even pace. Any alternate or faster movement and it teleports back to the other end of the Dungeon. There are fast monsters. (Or, dangerous but slow monsters, easy to avoid, if you don't have the key.)

25. Door very small. magic fountain shrinks you. Area between fountain and door has foxes, mink and hawks.

26. Love Lock - Door/chest has 'spin the bottle' combination lock, clearly labelled as so. Two present randomly fall in love. Specific actions, gifts, dates, anniversaries, are required and heavy penalties if not met.

27. Treasure is a Witches Shoes. Super valuable but can't be moved without being worn and will always lead anyone who isn't the Witch 'towards danger'.

28. Only those wearing the crown of a King may pass. All others will be transformed into Tapiers. All local kings hate each other, want the treasure behind the portal, don't want the other kings to have it, and have large collections of Tapiers.

29. Rain Gods Treasure - If touched, doors lock and treasure turns to cold wind and rain that gradually fills room and drowns everything. 'Key' to get in and out is a single candleflame.

30. Creepy Wizard made the door. Someone has to fuck the lock to get in. (or handle - REPRESENTATION). (The 'Raggi'.)

31. Treasure room a mess of gold and blood. Main prize is a hurricane gem that activates if touched or if its 'friends' (the other treasures) are taken from it.

32. Dungon has toughish monsters at the start, but they get easier, but they all avoid you mostly. Treasure is poisoned and touching it level drains and nerfs you slowly. Sunlight cures this but now the cowardly goblins at the start are gonna be a major problem, and you just brought them the treasure.

33. Access via Magic God Scales. Needs only 30 hearts from freshly (ie right now) sacrificed honey badgers to activate. (i.e. The 'Anubis'.)

34. Path is broken tube through Demon Space - can only be held open by occupying life-devouring superchair. (i.e. the 'Warhammer'.)

35. Code to pass tattooed on a Succubus.

36. World of teeth? Teeth that make a snake and pull other teeth? Ok I'm waaaay out of ideas.