MisterSlanky
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I've spent the last few days looking for good ideas of puzzles (for both rooms and doors/locks) to run my players through.
I can find riddles everywhere, but I absolutely HATE riddles. I can find tons of traps, which while cool and useful don't exactly fit the bill.
So that's it. Any good suggestions of where one can find lots of puzzles useful in adventure building?
| Ken Marable |
Riddle Rooms from Cloud Kingdom Games are pretty fun. Yes, they have a riddle component, but rather than just "you need to answer the riddle to pass the monster/deactivate the magic barrier/blah blah", they are actual puzzle rooms and the riddle is a hint (or hints) on how to get past the room.
It's been a while since I looked at them, but they weren't even Gygax inspired strangeness like multi-colored floors where only blue tiles are safe, but more sensible stuff like (the only one I vaguely recall) setting a fire in a fireplace causes some bats to fly out which dislodges the key hidden too high to reach in the chimney. But that's just one example I only vaguely remember from years ago.
But if you want to go with Gygax-themed weird rooms, then I'd say most any 1st edition adventure should have plenty of multi-colored trapped floors and groups of statues that need arranging in certain patterns and such. Not that there's anything wrong with that - those are fun on occasion. :)
Cato Novus
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I've spent the last few days looking for good ideas of puzzles (for both rooms and doors/locks) to run my players through.
I can find riddles everywhere, but I absolutely HATE riddles. I can find tons of traps, which while cool and useful don't exactly fit the bill.
So that's it. Any good suggestions of where one can find lots of puzzles useful in adventure building?
I know you don't like riddles, but I have a puzzle room I thought up a short while back based on a simple riddle. The idea is basically ripped from the "Word of God" test in Indiana Jones and the Last Crusade, with a sprinkling of the pillar room from The Golden Child.
At the entrance(lets say 30 x 40 feet), the party hears "Only through the center of earth may you cross." Then a darkness effect on the rest of the room lifts and shows many pillars stretching to the opposite end of the room. The tops of the pillars each have a single character on them(anything from A to Z) Each one is five feet wide and have about a 5 foot gap in between them.
Stepping on the wrong pillar will cause it to fall straight down(or you could simply have them be illusions, but those can be dispelled to easily). The correct pillar is obviously sturdy.
The trick here to tell the correct from the incorrect is that the pillars with A, R, and T are the letters in the center of "earth".
You can use many variations of this in just about any form.