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Old 06-18-2018, 01:50 PM   #21
JLV
 
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Default Re: TFT Extra #1 - Pit Trap Plant

Clearly the imagination is your best tool, not exhaustive rules. And for those who say; "But Bob's pit trap plants do this; why don't yours?" I say; "It's why some big cats are tawny, and others have stripes -- they evolved in different environments and do things differently!"

Defining every little aspect of them simply removes the possibility of surprise.
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Old 06-18-2018, 02:49 PM   #22
Jim Kane
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Default Re: TFT Extra #1 - Pit Trap Plant

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Defining every little aspect of them simply removes the possibility of surprise.
Or, by simply defining this plant as naturally existing in: Tropical Rainforest through Temperate Forest Regions, with winter dormancy, would certainly provide plenty of *surprise* if encountered in an arctic or desert region, and would instantly expose - to a wise and learned Naturalist - the utterly transparent plan of the goblins who foolishly planted these things as a trap, outside of its naturally defined biome.

And thus, the experienced adventure party could turn the tables on the whole group of over-confident goblins, where the surprise would now be on them instead.

So either way works in the end.

JK
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Old 06-18-2018, 05:46 PM   #23
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Default Re: TFT Extra #1 - Pit Trap Plant

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Sure, I could probably generate a whole book about the natural history of the pit trap plant, but you don't need me for that, and it would not be fun for me to do it. Maybe it goes dormant on Wednesdays. There has to be room for the GM's creativity, and he should not be choked with detail that he might not use.
You certainly haven't lost your wit after all these years, Steve.
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Old 06-18-2018, 09:42 PM   #24
Steve Jackson
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Default Re: TFT Extra #1 - Pit Trap Plant

Perhaps the savage goblins like the taste of manflesh that has marinated in a pit for a while.
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Old 06-19-2018, 02:48 AM   #25
Chris Rice
 
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Default Re: TFT Extra #1 - Pit Trap Plant

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Perhaps the savage goblins like the taste of manflesh that has marinated in a pit for a while.
Who doesn't like marinated meat 😊😊
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Old 06-19-2018, 04:12 AM   #26
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Default Re: TFT Extra #1 - Pit Trap Plant

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Perhaps the savage goblins like the taste of manflesh that has marinated in a pit for a while.
Perhaps they aren't too picky if some of their own fall in. ;)
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Old 06-19-2018, 05:31 AM   #27
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Default Re: TFT Extra #1 - Pit Trap Plant

I bet the digestion process tenderizes the meat, making it nice and soft, too.

Okay, I think this thread has convinced me that I'm going to run TFT next.
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Old 06-19-2018, 08:35 AM   #28
David Bofinger
 
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Default Re: TFT Extra #1 - Pit Trap Plant

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Didn't you hear? This particular tribe of goblins knows these woods well. All of them have lived here their entire lives, and the pit trap gardeners are careful to dig out and replant any pit traps that sprout in places _not_ on the official records. Decades of careful attention have transformed the forest into the goblin greens where they can lure prey into the traps and then wait for nature to run its course.
I've heard, it just isn't true. The goblins found their meat tasted better if they put it in the pit plant to marinate, ended up absorbing too much pit plant fluid and fell under the mind control of the pit plant hive mind. Now the goblins serve the pit plants, even if they don't realise it. The pit plants won't eat goblins ... unless they get quite hungry.
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Old 06-19-2018, 11:16 AM   #29
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Default Re: TFT Extra #1 - Pit Trap Plant

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Okay, I think this thread has convinced me that I'm going to run TFT next.
And _this_ is why it's fun to leave some space for creative efforts in an RPG. Spelling out every little detail eliminates some of the fun of acting as the GM.
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Old 06-19-2018, 04:03 PM   #30
Dave Crowell
 
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Default Re: TFT Extra #1 - Pit Trap Plant

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So the little ones are nuisances: if you don't see them you might step in and take some minor inconvenient injury. Unfortunately it's an injury that TFT can't easily describe, not sure how to address that.
TFT figues all have a Movement Allowance. Simply subtract some portion of that MA for being injured by falling in a Pit Trap Plant, say -1/4 MA for a twisted ankle, -1/2 MA for a sprained knee, -3/4 MA for a broken leg. Or if you prefer -1 hex, -2 hexes, etc.
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