Sunday, August 15, 2010

Character Development FOUR (2 of 7)



"I check for traps," is a common roleplaying refrain, and a lot has been written about how false and contrived this particular game mechanism can be. I have found a great way to make players even more paranoid than normal is to give them 'obviously trapped' areas that are not trapped. Did we miss something? Did we roll to low on the dice? Should we search again? Go back? Or just send in someone we don't like very much to go first?

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