Re: When did traps get silly?
Of course, there's also the very common sorts of low-tech traps for hunting: snares, deadfalls, tiger pits, etc. Those might well be found in an inhabited dungeon, and sized for humanoids if the residents are anthropophagus. Dungeon crawling has always elided the difference between tomb complexes with area-denial traps and inhabited tunnels with defensive or hunting oriented traps. The latter ones are checked regularly and reset as needed because they serve an important function for the residents. Falling ceilings, rooms full of poison spear launchers, etc. are a whole different sort of thing. For those sorts, "a wizard did it" pretty well covers questions of how they work/stay working/reset/etc.
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