Would this be fun?
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Submitted by Mikkl on Wed, 04/04/2007 - 05:05
Yes
50% (1 vote)
No
50% (1 vote)
Total votes: 2
Would this be fun?
I like riddles, but I've only really seen one in a campaign and it took 30 minutes for the party to solve. If I put one in, it'll probably be quite easy and just a hint for the room it's in.
[color=red]>I'm a member of majestic twelve[/color]
>majestic twelve?
>Twelve = One?
>or... Two?
Would this be fun?
I like those odds, the advantage PnP has over PC games is that you can improvise to meet your party's needs! It has to be possible!
A riddle would probably fit
Some imminent danger, having just watched the mummy what comes to mind is sand rising to fill the dungeon: ESCAPE.
If I think of anything else worth shouting I'll post.
Would this be fun?
Haha. Goblins is such a good comic. The problem with running the PSC is that it's all a matter of balance. Everything has to be fun, challenging, and not too easy or hard. It's probably impossible. :P
[color=red]>I'm a member of majestic twelve[/color]
>majestic twelve?
>Twelve = One?
>or... Two?
Would this be fun?
Sounds fun, all the ones I've ever played in have been hack'n'slash, but I've always wanted to play a Problem solver... Lemme see what I can dig out...
http://www.goblinscomic.com/tf5.html
That door would work quite well, if you could make it serious ;)
Tell us how it goes!
Problem Solving campaign (D&D)
My real life Shadowrun campaign ended recently and we only have 2 or 3 weekends left in the school semester to RP. That being said, I decided that I wanted to run something fun and quick for my group and tried to brainstorm up a few ideas. The only two ideas that I feel like everyone would find fun to run for only 2-3 sessions would be either an arena idea or a problem solving campaign (PSC) in the D&D setting. The arena idea didn't float since we have a munchkin that would possibly take the fun out of it. So, I'm left with the PSC idea.
It's not too complex (and probably not too original), but basically, the PSC would just be a series of rooms. Insert random background story that leads to the group of adventurers getting stuck in a dungeon and having to find their way out, but not always by brute force. Each room is independent and not intended to be solved in a specific way, but instead poses a new challenge that the team must figure out.
Notes:
-Most likely, no combat against the living or undead will occur, including gods, deamons, etc. Combat against the environment is quite possible and could prove to be helpful (e.g. "killing" a tree with a sword to use it as a lever to pry open a door). This way, people aren't battle-only or skill-only focussed and will hopefully bring items for many situations.
-The PCs (or possibly just their equipment lists) may be generated by the DM to ensure that all tasks can be completed in multiple ways.
-Teamwork needs to be encouraged in at least a quarter of the rooms.
-Rules will most likely differ from D&D to allow leniency for clever ideas that the rules do not permit.
I don't know how long these rooms do/should take, so read the 2 examples, and let me know how long you think it could take a normal, somewhat incompetent party.
Example: The party enters a dusty, cubic room that is lit only from a plain doorway near the ceiling 30 feet above. The walls, floors, and ceiling are made purely of tiled Oak. The doorway itself looks to be merely a nondescript, rectangular hole cut into the wall.
The party simply has to get through the door. Possible solutions given were: casting warp wood on multiple locations of the wall to create hand holds and climbing using daggers/grappling hook. I can't remember any other possible ideas that worked.*
Example 2: The doorway causes some annoyance as the party realizes that the next room is a long, stone hallway, but only 5' high and wide. The distinct noise of clanking gears is heard from the walls, but more apparent are the axes swinging from them at irregularly spaced locations in the room, separating the party from the exit 40 feet away. [The height can be modified so that most characters will have a problem tumbling well through the situation for an easy win]
Searching reveals a false stone near the entrance that requires multiple strength tests to continue to lift, possibly with DC increasing by 1 each round unless lifted by multiple people and 2 for each failure while lifting alone. The stone must be lifted for 3 rounds in order for someone to gain access to the control mechanism for the traps, which can be disabled in various fashions. Other solutions without the stone could be possible, but this is about as far as I've gotten.
*Increasing someone's jump skill was mentioned, but assuming a doorway of 8 feet in height and a character being able to touch the wall 8 feet up, the player would have to jump 14 feet to touch the bottom of the doorway, which has a DC of 56 (14 feet x 4 DC) in 3.5e rules.
Anyway, what does everyone think?
Questions, comments, and ideas are greatly appreciated. I won't be able to think of all of the rooms for a session on my own, so ideas for other rooms are especially appreciated. Also, if the idea sucks, let me know what's wrong with it before I waste too much time working on it the way it is.
Edits to typos, etc. will be done in the morning.
[color=red]>I'm a member of majestic twelve[/color]
>majestic twelve?
>Twelve = One?
>or... Two?