Do you do them? Do your players enjoy them? I don't mean like a dungeon with a puzzle in it. I mean where the dungeon is the puzzle. Like Zelda. Or Myst.
I had limited success with my first one. One problem is D&D makes it easy to thwart the intended solution for a puzzle. I had this multi-level dungeon they were supposed to use an elaborate system of mechanical elevators to go between the floors of. But one of my players is just like, "I drop a rope." And also one player can fly.
I've tried to improve my defenses and am about to run a different puzzle dungeon set in lava tubes that they can control the flow of from various points. I'm going to try to convince the flying player not to go the wrong way by endangering him with low ceilings above molten lava and hot blasts of air to whirl him out of the air. Also, only one of the players can control the mechanism using their pact weapon, which the flying player cannot wield. So even if my flyer skips ahead, he'll have a hard time catching the rest of the party up with him, and if he tries to go far, I'll attack him with too many monsters for a single character.
As a DM, I love the idea of them, but I hate making them up because it is so much harder than a regular dungeon.
I don't honestly know if my players would love a puzzle dungeon or hate it -- I haven't tried one on this group.
And the main thing is, I am not sure how it would make in-character sense to have one -- I'd only make one up if I were sure the players loved doing them, and if I could come up with an IC reason why one would exist, and why they would go into it.
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WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
It seems that a "regular" medieval setting wouldn't have puzzle dungeons. They might have a few traps but not a bunch of puzzles. So I wouldn't want to overdo the puzzles or traps.
The only place I can think of where there were an abundance of traps and puzzles is in the Egyptian tombs. The Egyptians were concerned about grave robbers so it makes sense that they made their tombs this way. The Indiana Jones puzzle traps were also found to protect tombs. However, the Egyptians lived in a climate where the inside of tombs would be preserved for generations. The rainforests that Indiana played in wouldn't have this.
The traps/puzzles I would expect in the typical Medieval setting would be castle features like murder holes, portcullis, pots of boiling oil, etc.
All that being said, in Matt Colville's series Running the Game, he has an example early on where the party has a riddle to solve to open the secret room. The gist was something about "giving your word." That is a reasonable fun D&D puzzle, and was associated with a tomb BTW.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Well, D&D is not a regular medieval setting, so unless you are playing in such a setting within D&D, there is nothing out of theme in having puzzle rooms in D&D.
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WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I did a oneshot that was climbing a clock tower and each floor had a different mechanical/clock based puzzle. That if solved avoided combat but could be solved via combat.
For protection, because it was a magic tower i just said spells hit the doors/walls and fizzled out. Very DM heavy but my players turned up expecting a a puzzle game that could be completed without combat if they were smart/crafty.
I enjoyed running it and I belive the 3 players enjoyed it.
Id probably dial it back a bit if I was trying to get it into a campaign.
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All posts come with the caveat that I don't know what I'm talking about.
I'm not too worried if it's "unrealistic" to have a puzzle dungeon. We're in a world with magic spells and undead. Players will suspend disbelief if they're having fun.
I do think it's worth putting a little thought into why someone would construct a puzzle dungeon. Why not just have a door that can't be opened without the key?
For my elevator dungeon, the excuse was that it was a facility partly under construction, and partly out of order because of the effects of a monster. So the puzzle was to restore the mechanism to working order.
For my lava tube dungeon, it wasn't constructed. It's naturally occurring. It's not meant to allow or prevent access to anyone, but hey if you have magical abilities that allow you to control the elements, you might have an easier time gaining access.
If it's a campaign, and this mission is essential to the plot, it is a good idea to allow for alternative solutions. Otherwise, players may be unable to solve the puzzle and get stuck. But if it's a side quest, I think failure is okay sometimes. If there's no chance of failure, there's no challenge.
Do you do them? Do your players enjoy them? I don't mean like a dungeon with a puzzle in it. I mean where the dungeon is the puzzle. Like Zelda. Or Myst.
I had limited success with my first one. One problem is D&D makes it easy to thwart the intended solution for a puzzle. I had this multi-level dungeon they were supposed to use an elaborate system of mechanical elevators to go between the floors of. But one of my players is just like, "I drop a rope." And also one player can fly.
I've tried to improve my defenses and am about to run a different puzzle dungeon set in lava tubes that they can control the flow of from various points. I'm going to try to convince the flying player not to go the wrong way by endangering him with low ceilings above molten lava and hot blasts of air to whirl him out of the air. Also, only one of the players can control the mechanism using their pact weapon, which the flying player cannot wield. So even if my flyer skips ahead, he'll have a hard time catching the rest of the party up with him, and if he tries to go far, I'll attack him with too many monsters for a single character.
As a player, I love puzzle dungeons.
As a DM, I love the idea of them, but I hate making them up because it is so much harder than a regular dungeon.
I don't honestly know if my players would love a puzzle dungeon or hate it -- I haven't tried one on this group.
And the main thing is, I am not sure how it would make in-character sense to have one -- I'd only make one up if I were sure the players loved doing them, and if I could come up with an IC reason why one would exist, and why they would go into it.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
It seems that a "regular" medieval setting wouldn't have puzzle dungeons. They might have a few traps but not a bunch of puzzles. So I wouldn't want to overdo the puzzles or traps.
The only place I can think of where there were an abundance of traps and puzzles is in the Egyptian tombs. The Egyptians were concerned about grave robbers so it makes sense that they made their tombs this way. The Indiana Jones puzzle traps were also found to protect tombs. However, the Egyptians lived in a climate where the inside of tombs would be preserved for generations. The rainforests that Indiana played in wouldn't have this.
The traps/puzzles I would expect in the typical Medieval setting would be castle features like murder holes, portcullis, pots of boiling oil, etc.
All that being said, in Matt Colville's series Running the Game, he has an example early on where the party has a riddle to solve to open the secret room. The gist was something about "giving your word." That is a reasonable fun D&D puzzle, and was associated with a tomb BTW.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Well, D&D is not a regular medieval setting, so unless you are playing in such a setting within D&D, there is nothing out of theme in having puzzle rooms in D&D.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
I absolutely hate them.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I did a oneshot that was climbing a clock tower and each floor had a different mechanical/clock based puzzle. That if solved avoided combat but could be solved via combat.
For protection, because it was a magic tower i just said spells hit the doors/walls and fizzled out. Very DM heavy but my players turned up expecting a a puzzle game that could be completed without combat if they were smart/crafty.
I enjoyed running it and I belive the 3 players enjoyed it.
Id probably dial it back a bit if I was trying to get it into a campaign.
All posts come with the caveat that I don't know what I'm talking about.
I'm not too worried if it's "unrealistic" to have a puzzle dungeon. We're in a world with magic spells and undead. Players will suspend disbelief if they're having fun.
I do think it's worth putting a little thought into why someone would construct a puzzle dungeon. Why not just have a door that can't be opened without the key?
For my elevator dungeon, the excuse was that it was a facility partly under construction, and partly out of order because of the effects of a monster. So the puzzle was to restore the mechanism to working order.
For my lava tube dungeon, it wasn't constructed. It's naturally occurring. It's not meant to allow or prevent access to anyone, but hey if you have magical abilities that allow you to control the elements, you might have an easier time gaining access.
If it's a campaign, and this mission is essential to the plot, it is a good idea to allow for alternative solutions. Otherwise, players may be unable to solve the puzzle and get stuck. But if it's a side quest, I think failure is okay sometimes. If there's no chance of failure, there's no challenge.
Some of the classic dungeons were puzzle dungeons - White Plume Mountain and Tomb of Horrors.
I like to play them and run them for players. But some folk don't like puzzles.
Creating a puzzle dungeon is no small feat. It requires quite a bit of thought.
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-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
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