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
- Information: present at least one observable clue (sound, residue, mechanism, footprint, airflow, smell, geometry).
- Choice: provide at least two plausible responses (bypass, disable, trigger safely, exploit, retreat).
- 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.