The risk inherent in mentioning optimization, rules complexity, and story vs. rules in a discussion is great. People may fall back into entrenched positions on all sides. So I want to quickly clarify some points that will also frame my discussion going forward.
Last month, I wrote about how you might design and run deathtrap dungeons using the Dungeon World roleplaying game. To aid GMs further, I’ve created several custom moves based on some of the most iconic and infamous traps lurking in the Tomb of Horrors. Use them as they appear in your own adventures, or modify them to create custom moves for traps of your own devising.