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hidden trap in dungeon without players knowing

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jedite1000
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I have been going over some ideas in my head about a potential dungeon tiles type game, there is a dungeon master and adventures. before the game starts i want the dungeon master to set up a dungeon map using tiles or something and i want hidden traps, enemies and rare bosses to appear when an adventurer lands on a tile, i can use like a trap icon on the tile piece so when adventurer lands on it, the trap activates but having an icon placed on a tile will make it too obvious since the adventurers know something is on that tile. i want it so the adventurers dont know which tile is a hidden trap, the dungeon master can just say this tile is a trap when they land on it but i dont want that as the dungeon master could lie.

Jay103
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Have a token on every tile.

Have a token on every tile. The tokens are face down. Some of them are blank.

jedite1000
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Hmm not a bad idea though

Hmm not a bad idea though would tokens on every tile get little messy?

I’ll keep that in mind though

X3M
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Can you have the tiles

Can you have the tiles themselves being 2 sided?

Tim Edwards
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jedite1000 wrote:I have been

jedite1000 wrote:
I have been going over some ideas in my head about a potential dungeon tiles type game, there is a dungeon master and adventures. before the game starts i want the dungeon master to set up a dungeon map using tiles or something and i want hidden traps, enemies and rare bosses to appear when an adventurer lands on a tile, i can use like a trap icon on the tile piece so when adventurer lands on it, the trap activates but having an icon placed on a tile will make it too obvious since the adventurers know something is on that tile. i want it so the adventurers dont know which tile is a hidden trap, the dungeon master can just say this tile is a trap when they land on it but i dont want that as the dungeon master could lie.

If there's a DM, why do you need tiles on the board at all?

Can they just be in the DM's hand. He reveals them when they are activated.

Jay103
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Quote: i dont want that as

Quote:
i dont want that as the dungeon master could lie.

If it's a head-to-head sort of game (players vs. DM), I can see that being a concern. The DM lays out a deathtrap, and the players succeed or fail. If it's an RPG, it shouldn't be a concern.

questccg
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Maybe this can help

How about you make each dungeon a fixed size. Like "8 x 8" tiles. And then you give the Dungeon Master (DM) a sort of a pad with an "8 x 8" grid on it.

The DM writes on the grid a "T" (Trap), "H" (Hidden item), "M" (Lurking monster), etc. The DM keeps the master dungeon sheet secret from the players but it can hold the DM responsible for whatever he CREATES.

This way the DM can secretly populate his sheet (with a grid on it) with all kinds of secret events and occurrences... Without the need for TOKENS which like you say "reveal the nature" that there is SOMETHING on that space.

Best!

Tim Edwards
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Jay103 wrote:Quote: i dont

Jay103 wrote:
Quote:
i dont want that as the dungeon master could lie.

If it's a head-to-head sort of game (players vs. DM), I can see that being a concern. The DM lays out a deathtrap, and the players succeed or fail. If it's an RPG, it shouldn't be a concern.

The DM could write down the locations of the traps on cards.

And then take his pen away from him. :)

jedite1000
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Yeah not a fan of using

Yeah not a fan of using markers or any pen and paper stuff, id just like everything available to players and no need to use paper or markers anything like that. Dont want the game to be overally complicated either

wob
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what if your tiles had a

what if your tiles had a small variety of symbols (rats, spiders, roaches etc) some tiles have 1, others have more or none. the DM then only needs to assign traps, enemies etc to a symbol (secretly, pehaps with a token to keep them honest). the adventurers will soon figure out what is a trap in this dungeon but only after falling into a trap or two. so "a trap was activated on the rat/bat/spider and spider/rat/roach, traps must be on rat or spider". the adventurers can then either avoid both or risk a limb on a rat to figure it out. you could also include some kind of switch mechanic letting the DM reassign traps if he thinks the adventurers have it figured out

Tim Edwards
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jedite1000 wrote:Yeah not a

jedite1000 wrote:
Yeah not a fan of using markers or any pen and paper stuff, id just like everything available to players and no need to use paper or markers anything like that. Dont want the game to be overally complicated either

Do you not want the DM to be involved at all after he's laid the traps?

If he's allowed to be involved, there are lots of things you can do to have hidden information committed somehow (doesn't have to be written at all - that's just the most component light way of doing it.)

If the DMs role is to set the game up and disengage, that's trickier - without using lots of tiles...but is that really what you want? If I had set up the traps as DM, I'd probably like to sit and see the results of my deviousness...in which case, why not exploit me as a keeper of hidden information.

Players are very sophisticated components.

questccg
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How about an APP?

Tim Edwards wrote:
...If the DMs role is to set the game up and disengage, that's trickier - without using lots of tiles...

Well you could design and code an APP? I know this sound like a BIG DEAL, and maybe it is really not so... But if you had a Player acting like a DM, they could use the APP to configure the Traps, Loot, Monsters... And then the players can use the APP to PLAY the game or that ROOM (?!)

So one player sets-up the room while the others do the exploration.

But yeah, this is something that I struggled for my own game idea (SpellMasters). Basically I wanted the SPELLS to remain ALL HIDDEN and uncovered as the Players played the game. Putting them in a BOOK ... meant that the players can just SEE the other SPELLS by reading the book. My conclusion was that an APP would be the best solution and keep everything secret until the time it was to reveal a SPELL.

So I kinda get where you're coming from.

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