How do you handle your campaign without a Rogue in the party and you want to incorporate traps?
For instance, if a switch is found behind a picture on the wall and it’s supposed to trigger a trap, how is that handled?
Can a non-Rogue character “understand” it’s a trap by investigating further? Can Discern Realities help with this?
Does the non-Rogue have a chance to “disable” the trap? I suppose a character could throw something at the switch from a distance away…
Maybe I’m answering my own question and the narrative helps dictate…
Does this thread answer your questions?
plus.google.com – I’d be interested in knowing how you handle traps and their detection. T…
Look at the GM agenda and moves. These are your guide on how to introduce complications into the PCs’ lives.
When they walk into a scene with a trap, soft move the existence of the trap:
“There’s a charred corpse laying at the base of the great stone chest. Something black is sticking out from under the closed lid… perhaps a pry bar or shim…. What do you do?”
“You step into the room, confident and brave. The camera pans down to your foot where we see the worn stone panel shift with a soft “click” as your weight bears down on it. That isn’t good! What do you do?”
“Something’s not right. The air is too still. There aren’t any critters in the room ahead. No trace of trails through the dust. The hairs on the back of your neck stand up. Something’s not right…. What do you do?”
A non-rogue PC can attempt to trigger them safely, or disable them, or avoid them, and doing so might help us learn something new about the character. As they attempt things, moves are triggered and the plot advances onward. Of course, if a rogue is in the group, we want to help support that character in this niche, unless it’s compellingly interesting that another character steps into the spotlight.
Notice i’m simply presenting them a problem, something to react to. I’m not calling for “saving throws” because those don’t exist in DW. All i have to do is give them a problem, and then as they go about responding, watch for when player moves are triggered, or GM moves are provoked.