Jump scares, loud noises, sudden drops, and all kinds of nasty killing devices qualify as traps. My first introduction to traps was in the very old game "Pitfall!" It drove me absolutely nuts. It seemed that wherever I went there was something intent on killing my guy. It was created in the style of the starting sequence of "Raiders of the Lost Ark," and had a nifty feel of adventuring to it. Despite the aggravation, the game was fun and I learned to love traps of all sorts.
Stories use traps a lot, even if it's just a cat jumping out at the audience. Sure, I'm stretching the concept a bit, but the idea is a trap is frightening. Anyway, traps challenge the characters. It creates imminent danger, risk, and tests the mettle (great word, look it up!) of the participants. All good stuff, and more important, it keeps the audience invested in the health and well-being of the story. We hate seeing our favorites in trouble, yet love the action.
One other thing about pitfalls is that villains get the opportunity to attack without doing it personally. These traps don't necessarily point directly toward them, and may even put the blame on innocents. However they're used, villains love poking the heroes and making life difficult for them.
Finally, pitfalls are incredibly fun to think up. I used to draw traps during class (erm, sorry teachers), and still enjoy coming up with them. My personal favorites were traps that looked initially innocent; like stepping on a pressure plate that triggers nothing obvious, but begins a sequence which ends with a slab of stone squishing the unfortunate victim. Maybe one day I'll write an underground adventure and get to use that one...
- M
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