So, I’m working on a Realm Guard game for a buddy of mine’s bachelor party weekend (we’re geeks, and instead of a night on the town with wine, women, and song we retreat to a cabin in the woods for a weekend of games, geeks, and, well, wine ). My group tends to be D&D centric, and I am aching to get them to try something new (and better in my opinion).
So, as I was brainstorming a mission, I had a thought about a good old fantasy trope, the Trap. Not very MG or LOTRish, but doable I think, particularly in old ruins or areas held by Weasels or Uruks.
Alright, to get to my point, should a Trap be an Independent Test, a Versus Test, or a Conflict?
That depends how prominent you want it to be in the mission, and what you want it to accomplish.
Cut them off from the entrance/exit? Independent test (Scout, most likely). If you want it to drop them down into a pit with a cave troll, it could be a versus, or independent. If the trap itself is to be a hazard, go for a conflict, with its goal being whatever it is the trap was meant to do (squish the band, flood the room, drop through them through the floor, etc.).
I think that’s an awesome idea! With MG rules, it’s pretty easy to make it whatever you want.
If the trap is just there, make it an independent test. If the trap was laid by a character or animal that’s still around, make it a versus (if you set this snare behind you as you fled, or set it at one entrance to your home, or something like that). Test whatever trap-laying skill they’re using vs Scout or whatever. If it’s a major big deal, or more likely for a series of traps, make it a conflict. Shelob’s lair might have had a conflict for all the webs.