Standard Introduction
I have been
writing about Dungeons and Dragons semi-regularly this year and in the course
of writing those I found a 30-day blog challenge. As I have done those a couple times before it
seemed remiss not to jump on this one.
If you want
here is a link to my 30-day
challenge on Disney Movies, here is a link to my 30-day
challenge on Video Games, and here is a comically out of date 30-day
challenge on Movies (it is old and the writing is rubbish).
Day 23- Puzzles and Traps
One of the
books I enjoyed from 3rd edition was the “Book of Challenges”. Prior to them releasing numerous hard covers
with rules, monsters, and encounter locations as part of a great big all in one
strategy for their supplements, the emphasis for 3rd edition was
soft cover books.
Soft covers
were often targeted either to players (with books made almost entirely of
prestige classes, weapons, feats, and spells) and those that were for the GG
running things emphasizing NPC’s and adventures.
This is the cover art of the "Book of Challenges" |
“Book of Challenges” was definitely for the GG in that regard. Rather than an adventure or a bunch of
flexible characters that could be put into the world it was instead a bunch of
clever/exotic traps and rooms that could be put into dungeons. It was super narrow in focus but it did
something distinct by showing how the rules of the game could be made into
puzzles.
The first
issue of Dragon magazine I ever bought (and read to the point that it started
falling apart) was #282 an April Fool's issue that had a substantial section on
building puzzles in game… a section I considered nearly unreadable at the time. The Dragon article was too dense and in need
of more practical instances rather than a discussion of theory. “Book of Challenges” did not have that issue
and after more than a year playing (I bought the “Book of Challenges” a good
while after it came out) I wanted to see more complex things put into action
but wanted the help of people who did it professionally.
This was the cover art of Dragon #282 by Phil Foglio. |
I find it
ironic that the magazine article in this instance was the more philosophically
dense while the book was the one that had only the limited use practical
applications. Ideally, I think that the
article from Dragon should have been a chapter in the “Challenges” though
decompressed with some examples of each part (like logic puzzles) being used in
the game. I think Wizards of the Coast
and other gaming companies have gotten much better with these sorts of theory
and practice couplings in the 15 years since then.
My Favorite “Challenge”
The “Book
of Challenges” gave a variety of encounters, and while I have modified many
over the years for different groups one has stood above the others as a
positive example and I want to present it here, it is called “Curse of Iron”
with a challenge rating of 4. It is kind
of a lame name, the door is iron, but the “curse” is a trap with a disarm
switch you have to find.
The
Description reads, “Ahead is a large iron door. It has no features except a
message carved into its face in large letters.” You are then provided with an image of the
door.
The idea is
that the door has a grid of buttons, each letter of the phrase has its own
button and there are numerous blank spaces as well. One of the buttons opens the door, the rest
trigger a shocking grasp trap (or more violent traps should you want to make
the challenge for a group of a higher level).
The phrase on the door is a clue to which button should be pressed.
Feel free
to try and solve which button should be pressed and post your answer in the
comments (and why), and then maybe suggest other phrases that could be put on a
similar door. Or, just look up the
answer because this book is 15+ years old and readily available for pirating
online.
My Current Puzzling
After
participating in an escape room I started thinking of my own puzzles and after
wringing my brain I got one.
I invented
for my players a new type of puzzle that involves dice with letters on them
rather than numbers (I had to make my own with grid paper, color pencils, and
tape; which with my huge fingers was a delicate process). While it is solvable and I gave hints in the
rest of the dungeon that would allow it to be solved more easily, it might
actually be too clever.
The dice,
when arranged properly form the password to lock. The lock has slots for each of the dice and
based on how the dice are arranged lots of words can be made. Since the dice effectively scramble the
letters over a 3 dimensional space the players have a hard time seeing all of
their options for how to arrange the dice into words, often they have to copy
down all the letters off of each dice to see the potential jumble.
There is an
indicator about what order the dice go in, but it is not readily apparent,
usually 1 of the letters on each die is a different color or written in a
noticeably different way, and those marked sides can be arranged in a
particular order. When the dice are in
that order, the other letters can then be arranged to form words.
If they look shoddily made, that is because they are. |
I
considered it the ideal type of puzzle, one in which each step to solving it
being obvious in retrospect, but there being such a chain of steps, and each
step being difficult enough that the puzzle is SUPER HARD when put
altogether. In hindsight, I should have
introduced the puzzle with only 2 or 3 dice rather than the 6 I used. Like at an orgy, TOO MANY OPTIONS MAKES
THINGS TOO HARD.
If this
were a youtube video I would demonstrate the puzzle but as this is written I
will just leave you with this vague description in hopes that enterprising Game
Runners will be inspired by what I have said enough to invent their own puzzle
from the premise.
Coming Tomorrow
Tomorrow I
am going to start talking about magic items with the best Cursed Item.
______________________________
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What is the answer to the electric shock door puzzle?
ReplyDeleteYou push the "S" in the word "Curse".
DeleteBecause removing the "S" turns the word into "Cure"