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Post by althalusredeemed on Mar 13, 2013 10:42:36 GMT -5
This thread is for posting links, resources and discussions about how to add interactive puzzles to your favourite cardboard dungeons!
I'll go first - a simple but clever trick is to put patterns on the floor tiles and tell your players that they have to find a way through. However, the labels determine whether a trap is triggered or not. The players need to figure out the pattern before they go across, or trigger the traps - possibly even repeatedly!
This can be fun or horrible to watch and do, depending on the number and quality of clues given and the lethality of the traps, all group-dependent of course. But, it's quite easy to implement, as you just need to draw/stamp a pattern on some tiles in a room, and watch as your players' minis go across.
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kyral
Paint Manipulator
Posts: 121
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Post by kyral on May 13, 2013 6:46:55 GMT -5
In one game that I was in, the party I was with came to something like this in an abandoned Gnome Fortress. After reviewing it for a while my character LoneClimber (Goliath Storm Warden) decided to just try it out.Using a skill check to make it through the trap, the dm had us act out what we were doing. Being the smart ass that I am, I started to disco dance, the others in the group started to follow my lead. In the end we had to dance our way through the area twice, once through and once again back out. In both instances the DM turned on Staying Alive. So here we are, 7 people, dancing in a strange pattern to Staying Alive.
Was some of the most fun I have ever had, and I STILL hate Gnomes to this day for that.
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AJ
Room Planner
Posts: 315
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Post by AJ on May 13, 2013 7:18:11 GMT -5
If you have the Jenga block stacking game, that can make for some interactive skill challenges.. the players must reach a certain height with their block tower or they trigger the trap. Also, having the miniatures balance on teetering blocks can be fun, one wrong move and they all take a tumble. Want the rogue to actually pick that trapped lock? You remember that Doctor game with the electric buzzer of you touch the tweezers to the side of the hole while taking out the funny bone? Even something as simple as estimating the weight of an object on a see-saw set up, you have to fill a vessel with sand or water and balance the object, if you fail, the trap goes off.
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Post by althalusredeemed on May 13, 2013 8:07:22 GMT -5
The only problem with that is that a high skill score doesn't actually help disable the trap...
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AJ
Room Planner
Posts: 315
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Post by AJ on May 13, 2013 9:42:16 GMT -5
Hey the high skill score lets them do it without wearing welders gloves!
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slurpy
Room Planner
Posts: 283
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Post by slurpy on May 13, 2013 14:05:39 GMT -5
Figure out an appropriate multiplier for their skill points and add that to their final score.
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Post by markd1733 on Sept 1, 2013 20:19:39 GMT -5
we had good one in a recent session. While I couldn't tell you the details exactly, the set up was as such: we were in 1 of 4 crypts, one for each of 4 brothers who are buried there. We had to get through the crypts one after the other, and each time unlocking the door was the same puzzle but different answer. It was all about rearranging 4 statues to get into each of the crypts based on facts of each of the 4 brothers. While the puzzle isn't that difficult sounding at first, there are plenty of combinations with 4 statues and confusing facts. The interactive part was simply that the DM made us chits representing the statues and we had to rearrange them exactly as the characters would...so while the final solutions were important, the sequence of movements were necessary to solve the puzzle as well. It didn't take too long 5-10 minutes each time, challenging but not taxing, as someone had said in another post.
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