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Trap Design and ICI Doctrine

Overview

This synthesis combines Chris McDowall's trap heuristics with the Information-Choice-Impact doctrine into a direct procedure for writing and running traps at the table.

Core Rule

A trap is strong when players can perceive enough to make a decision, and the decision has concrete consequences.

ICI Trap Procedure

  1. Information: present at least one observable clue (sound, residue, mechanism, footprint, airflow, smell, geometry).
  2. Choice: provide at least two plausible responses (bypass, disable, trigger safely, exploit, retreat).
  3. Impact: make outcomes change position, resources, time, noise, or faction attention.

Trap Build Template

  • Trigger: what condition activates it?
  • Signal: what do careful players notice before activation?
  • Escalation: what worsens if ignored?
  • Counterplay: how can players mitigate or repurpose it?
  • Aftermath: what new state exists if it triggers?

Failure Modes to Avoid

  • Invisible instant damage with no prior signal.
  • Single-solution traps requiring one exact skill.
  • Traps that consume time but do not alter the scenario state.

See Also