Your character is part of a party of unexperienced PCs walking single-file through a dungeon. Your character is at the front. This is their first adventure and your character has never had to venture into a dungeon before.
Your party comes across a long, narrow corridor with no features and seemingly no purpose. Knowing your GM, you are aware that this is almost definitely a trap of some variety but your character is not experienced enough to guess this or know this.
If you check for traps based entirely off of what you know about your GM's tendencies, aren't you metagaming?
If you knowingly lead the party into the trap because your character wouldn't be aware that a trap lies ahead, wouldn't you be putting your party at a mechanical disadvantage just for the sake of roleplaying?
What is the right path there?
Either work.
If you check for traps claim its intuition or paranoia.
If you don't check for traps, use it as experience for being paranoid later on.
Also depends on how deadly the system is. In AD&D, I'd always check for traps. In Anima or Exalted? Fuck your traps, the Golden-Anus fears no man!
>>50736367
>If you knowingly lead the party into the trap because your character wouldn't be aware that a trap lies ahead, wouldn't you be putting your party at a mechanical disadvantage just for the sake of roleplaying?
that is the entire point of roleplaying, yes.
>>50736367
It really depends on your character.
Half of my characters wouldn't really feel comfortable taking the lead anyway. Those that do, are either supposed to be naive optimists or people who enjoy looking for traps and the like. The former would just charge in, the latter would take their time.
>>50736367
Roll a wisdom check. If it rolls high than the character realizes 'This is suspicious, there might be a trap', if they roll low they don't catch on.
>>50736367
>i am in a dangerous dungeon, i have no experience on dungeoneering so I am constanly nervous, and being the lead i have to keep an eye put for trouble
> this narrow corridor in which i can barely turn seems perfectly safe, right?
Unless your character is the most oblivious/ most arrogant cunt on this side of the sword coast, you have literally all the RP reasons of the wolrd to check for traps and not doing it would be, in fact, worse roleplaying than actually checking.
>>50736468
>>50738480
>>50738533
That's it. Nothing else needs to be said.
>Except for your comment apparently haha
Great.
>>50736367
You're in a dungeon, you check for traps.
>b-but you're inexperienced!
So you're fresh and eager. You're yet to grow sloppy.