We have had some discussion over at ChattyDM about traps. Chatty started to talk about how to judge the one page dungeon contest, and what the difference between the old school and new school is. Soon we started talking about why traps should be interactive.
It struck me that the reason some people think a traps just means "send in the thief, roll some dice and get on with it" are not because they don't like the idea of traps, but that they have encountered situations which conditioned them to that reaction. Maybe that conditioning even turns them off the idea of traps altogether!
As someone who likes traps, and would like to see them used and enjoyed, I think I have to think more about how I deploy them in my own game. I think I will try to put down my philosophy of traps and their usage, and to stretch my wings a bit maybe I can make it accessible for gamers of any editions or game. Maybe it's to bold a project. We'll see.
Lastly, read this amusing narrative of a close encounter!