Post by geoffrey on Sept 14, 2010 17:12:48 GMT -6
On page 6 of The Underworld & Wilderness Adventures are listed the following sample tricks and traps:
1. False stairs, either up or down
2. Steps which lead to a slanting passage, so the player may actually stay on the same level, descend two levels, or ascend two levels
3. Trap steps which lead up a short distance, but then go downwards for at least two levels, with the return passage blocked by bars or a one-way door
4. Intra-level teleportation areas, so that a player will be transported to a similar (or dissimilar) area on the same level, possibly activated by touching some item (such as a gem, door, or the like)
5. Sinking rooms, including rooms which seem to sink, while the doors remain shut fast for a period of several turns
6. Illusion, mind control, and geas rooms
7. Sections which dead-end so as to trap players being pursued by monsters
8. Doors which are openable from one side only, which resist opening from one side, or which appear at random intervals
9. Natural passages and caverns which have varying width and direction, so that it is virtually impossible to accurately map such areas
10. Space distortion corridors or stairs which seem longer or shorter than they actually are
It's interesting that most of the above examples are designed to get the characters lost or confused. The poor map-makers! This is also instructive when we consider Gary's words: "In the original D&D game there was no thief class, and the traps were not as frequent or complex. A 10' pole in cautious hands and a dward PC were usualy sufficient to spot most of them."
(link: www.enworld.org/forum/archive-threads/125997-gary-gygax-q-part-ix-40.html#post2332482 )
Also consider all of the above while contemplating Gary's map of the 1st dungeon level beneath the ruins of Castle Greyhawk:
Click here for larger image of map: www.philotomy.com/images/Gygax_Greyhawk_Level_1_Detail.jpg
All in all, it looks like the one of the most pervasive dangers of Gary's early dungeons was getting lost in its labyrinths.
1. False stairs, either up or down
2. Steps which lead to a slanting passage, so the player may actually stay on the same level, descend two levels, or ascend two levels
3. Trap steps which lead up a short distance, but then go downwards for at least two levels, with the return passage blocked by bars or a one-way door
4. Intra-level teleportation areas, so that a player will be transported to a similar (or dissimilar) area on the same level, possibly activated by touching some item (such as a gem, door, or the like)
5. Sinking rooms, including rooms which seem to sink, while the doors remain shut fast for a period of several turns
6. Illusion, mind control, and geas rooms
7. Sections which dead-end so as to trap players being pursued by monsters
8. Doors which are openable from one side only, which resist opening from one side, or which appear at random intervals
9. Natural passages and caverns which have varying width and direction, so that it is virtually impossible to accurately map such areas
10. Space distortion corridors or stairs which seem longer or shorter than they actually are
It's interesting that most of the above examples are designed to get the characters lost or confused. The poor map-makers! This is also instructive when we consider Gary's words: "In the original D&D game there was no thief class, and the traps were not as frequent or complex. A 10' pole in cautious hands and a dward PC were usualy sufficient to spot most of them."
(link: www.enworld.org/forum/archive-threads/125997-gary-gygax-q-part-ix-40.html#post2332482 )
Also consider all of the above while contemplating Gary's map of the 1st dungeon level beneath the ruins of Castle Greyhawk:
Click here for larger image of map: www.philotomy.com/images/Gygax_Greyhawk_Level_1_Detail.jpg
All in all, it looks like the one of the most pervasive dangers of Gary's early dungeons was getting lost in its labyrinths.