Thread: Death Traps
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Old 03-25-2003, 08:44 PM   #10
karlan
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Join Date: Apr 2002
Location: Brisbane Australia
Posts: 74
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What about Deathtraps with plenty of warning, but little chance of escape, (I quite like as a builder the idea of scripted/coded DT's), as in :
You approach a cave,
"just outside is a skeleton, dressed in rags"
exa skeleton
"The lower half of the skeleton looks to have been crushed, a faint coil of wire is clenched in its fist"
You enter the cave,
"A faint graoning reaches your ears", "dust and grit sifts down from the ceiling
IF ( you can see in the dark AND have notice (or something like it on))
   You can avoid the tripwire,
ELSE
   You hear a twang,
   More dust sifts down from the ceiling,
   have a couple of pulses
   Big Rocks fall,
   You Die.
   Modify the exits to ajoining rooms to indicate they are blocked.

The builder could, and should, have any locals (if any) talk of the regular rockfalls in the caves around.

The player has had warnings if they take the time to look and listen, if they are really quick they could get out (if they lag at a bad time, they are unfortunate, I have a very laggy connection, and when it is bad and I am playing, I try and avoid going to any very dangerous places)
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