This chapter focuses on the theory of traps, hidden doors, and interactive features. As you go through these exercises, you’ll create hidden risks and rewards that careful players will be able to find through thoughtful exploration.| Designing Dungeons
A simple trap and ways to remix it to fit nearly any campaign.| Prismatic Wasteland
In which I describe a subtle but effective trap and ways to tweak it.| prismaticweekly.substack.com