|
What Not To Do...
Musings on Trap Design and Theory
Perplexicaticus Asplundh MacEnruig Graham, Didikai di Mardyas.
(This is an In-Game document. The Out-Of-Game writer is Todd Holiman.)
Printer-Friendly Version
Introduction - How to Read this Treatise
If you’re reading this, there’s one of two or three possibilities. Either you’ve just entered the world of non-magical security, and are looking for advice, or you’ve been in the trade a while and need some fresh ideas. You lot need to start at Chapter One.
On the other hand, you might just need to get through all that hard work, for whatever reason, and get into whatever it is that’s trapped. I don’t much like it, but sometimes it’s necessary. Chapter Four contains information you’ll want. Guess where you start? WRONG! You also start at Chapter One. If you understand what goes into a trap, you will better know how to get out of one.
On the third hand, as it were, you may have no idea what I’m talking about, and neither set traps nor disarm them. For you, the following steps - and read all four before you do them:
- Close the book (No, AFTER Reading the instructions, stupid!) and think, “Oh, this has no use to me.”
- Hold the book firmly in both hands.
- Slam yourself in the forehead with it, saying “I WILL! [Slam] Learn! [Slam] This stuff so I don’t! [Slam] Get Myself! [Slam] Or my Friends! [Slam] Blown up, Poisoned, Slashed, Stabbed, or Worse! [Slamslamslamslam]
- Open it again and start at Chapter One.
If you have the brains naturally imbued in a rock, you get the point by now. This book isn’t just for rogues. Anyone who might wind up in the path of a trap can benefit, and knowing how a trap-disarmer thinks helps to get one over on him or her. So, without any more ado, I hope this book keeps you out of the Healer’s Guild.
Click "Next" to continue.
|
|