In the previous blog post I mentioned switching up the regular by the book monster your players may be used to and giving them a bit of spice to keep your players on their toes. This does potentially have a risk however, and one I want to address in this article. Here's how to avoid the feeling of the ol' bait & switch, and a divergence into why Traps and Puzzles kind of suck.
Fantazius Mallare by Wallace Smith (ca. 1922)
If you've been a GM for a while you've undoubtedly run into the issue where you have tried to lay down clues and hints for the players to pick up on and they've missed them entirely, often leading to a stalled game and miffed feelings. It happens to everyone, and it's no ones fault, it's just part of the learning process of GMing. The same thing can happen if I've been describing a troll looking monster terrorizing a village and then have it be spit fire and be immune to burning, the expectation versus outcome aren't in sync, and the Players can end up feeling like it was unfair. The best way to avoid this across the board is to kill subtlety.
Being subtle doesn't really work in TTRPG's (yes, some groups are exceptions) for a few different reasons:
1. The GM holds all the knowledge about the adventure, the world, and intricacies of the situation, but only a sliver of this is ever shown to the players. It's hard to parse exactly what the players know when as the GM you're inevitably holding dozens of extra threads and hooks at any one time. The hints you think are obvious could be almost impossible for the players to solve because they are missing key info that you think they have or can put together from context.
2. The medium of TTRPG's itself doesn't do detail well; think about walking into a dungeon room and the GM reading out a two paragraph description of the room where the key to a puzzle is a one off innocuous line in the description, "Inverted golden stars are embedded at the corner the white and red floor tiles." In fiction as a character walking around the stars would be easy to see and the pattern that they make would be something we could infer from just looking at them. But the likelihood that the gets remembered during that long description, especially if there is a monster in the room that needs to be dealt with first, is very very low.
3. The juice is not worth the squeeze. If you get the players to look for subtleties in the dungeon it very well could lead them to the dreaded "10ft pole creep", where every step they take is highly inspected and questioned so they don't miss anything. Immediately grinding the pace of the game to an unsustainable crawl.
This applies to Traps, Puzzles, and any sort of "Mix-up" that you are tossing into your game. You hit a player with a random trap that they had no warning of, it's going to feel like an unfair act of GM fiat. You hand them a puzzle without a obvious solution and they are going to get frustrated and bored. That troll you send against them that is immune to normal troll weaknesses? It's going to feel unfair unless you clue them in early in that encounter.
So how do we avoid these issues if we still want to include these kinds of challenges in our game? Well that's simple, be obvious about it. There is no inherent reason to obfuscate the hints or threats from the players, it doesn't add value if your players ask the specific right combination of questions to find out that the golden stars are related to the puzzle. I'm not saying Give them the answer, but you should give them the pieces that allow them to come up with the answer, and there are ways to do this so it doesn't feel to forced.
One way to do this is to tie the clues into the descriptions themselves. Instead of saying "Inverted golden stars are embedded at the corner the white and red floor tiles." you can just say "Inverted golden stars are embedded at the corner the white and red floor tiles, they appear to make a sweeping pattern across the floor by how the star is rotated. You even see a few that are depressed into the floor slightly." This removes the question if they are important or not, it solves the problem of "my character would have seen this", and it still leaves them with the actual problem: "What is the pattern we need to move the stars in?"
This works even better for traps, the very first thing I do when I run a dungeon that contains traps is make the first trap they run into always already tripped when they get there, this ensures they know what they are getting into and sets the tone for the rest of the dungeon. When they stumble upon an untripped one I think about the dungeon itself, has it been around a long time? Do these traps reset themselves? Do they use anything caustic or that would leave evidence? and I make my descriptions reflect that. Even in the best case scenario for the trap, I'm still going to give the players Something as long as they are taking their time to look (if they are running, they are S.O.L). Depressions in the wall, odd looking carvings, spouts on the ceiling, that sort of thing.
The Seven Headed Dragon by John D Batten
Monsters are the same jam, be they normal monsters, high level monsters, or my switched up monsters, I try to foreshadow them before the party actually makes contact so they can prepare themselves for whats to come. This is especially important for high-level or switched up monsters however as they require an extra layer of description to keep the players from stumbling to their doom (if that's the kind of game you're playing, then ignore this). I personally love seeing the panicked reaction of the players as I seed the evidence of the powerful dungeon denizen and they realize that they are well and truly screwed. During the beginning of the actual conflict with the monster, I tend to reinforce any immediate danger that the creature poses, i.e. dripping poison, rending claws, etc. If the monster has a big breath weapon or special ability I will tend to give a heads-up near the beginning of combat that it may do something, such as smoke emanating from the dragons nostrils, the goblin shaman beginning to chant, or a sharp intake of breath from the harpy.
These sorts of things can also be embedded directly into random encounter tables. Adding spoor and evidence of monsters and traps can be a very evocative addition to your encounter tables. A corpse studded with crossbow bolts and a trail of blood leading off to trap room; a trail of drips of partially melted stone leading down a hallway; a room of corpses with burnt out torches strewn about, the corpses seem to have been torn apart and partially devoured. This has an added benefit as well, it ramps up the dread and unease of the session. In horror movies one of the classic big ideas is to minimize showing the monster until late in the movie, dropping hints and glimpses of the monster before the big reveal. This is doing much the same thing, drip feeding info about a threat that haunts the halls that the players are exploring.
And try to remember to describe things in a way that uses more senses than just sight. It makes the world feel more alive.





