dmgreg8
Cardboard Collector
Posts: 22
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Post by dmgreg8 on Jul 30, 2015 7:55:05 GMT
After seeing this movie called CUBE, and those puzzles where you have to move pieces using one empty space, along with a rubix cube. I got this idea to make this cube puzzle room.
Players step into one cube, within each cube is a puzzle or trap, one cube is the other exit.
The cubes move in turns
Example...
X's are cube rooms the space is the area where one cube moves into and another shifts into that one former space. The E is the exits.
E XXXX XXXX XXX E
Example in movements. The 11 moves into the empty space the 10 follows and so on.
1234 5678 91011
The rooms would be magic force fields so any spells making walls disappear or tunneling and so on, are null.
Players might think to stay in one cube until they reach the other Exit, well it will appear as a fake exit forcing them to move about all 11 cubes to unlock the other exit.
Any ideas to make this puzzle better?
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Post by DnDPaladin on Jul 30, 2015 18:00:14 GMT
AI didn't have to figure out an exit. they also broke the DM that day by telling him that if they'd remove the foyer from its place, there would be no entry to the HQ. something that chris hadn't thought of. easily answered by its a dimension door, once they step thru the door they enter the foyer wherever it is placed on.
but yeah it is a great exemple of what can be accomplished. the puzzle becomes much more potent if their goal is to create a path thru a labyrinth like maze.
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Post by Big Daddy DM on Aug 18, 2015 13:16:15 GMT
The movie is amazing- cube2 is also good
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Post by grandinquisitorkris on Aug 21, 2015 15:53:59 GMT
cube zero was awesome
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Post by bluecloud2k2 on Sept 12, 2015 10:34:24 GMT
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Post by grandinquisitorkris on Oct 11, 2015 18:59:08 GMT
no , imagine that you have a rubics cube , each smaller cube is a room , and so are the cubes in the interior of the rubic cube . now remove one cube from every other row . now every hour or so the remaining cubes all rearrange into a new configuration , still a "cube" , but the rooms have all moved around in various directions in the X,Y,Z axis through the empty spaces created by the missing smaller cubes . each room has a clue that some one smart enough can follow to read the pattern of room moves and plot a path out using those moves and changing rooms as necessary . each room has a door on each of its 6 sides so you may need to leave through a wall , the floor , or the ceiling , and each room is about 20 feet per diminsion . BUT each room is also trapped , and the cube tracks the entrants , so that if you enter the wrong room in your attempt to plot the path out , its always fatal . and to make the game better , dont bother with the toy puzzle . this puzzle is actually the simplest that any GM can run . all you need are the 8 room tiles for the players to move into or out of . you would need the 8 incase they decide to go different directions . the players have to figure out the code to get the room sequence right . any time they fail , they have to figure out how to get back on track . using a toy puzzle creates the idea in the players mind of 2 dimisional movement , while leaving the toy puzzle out all together means that they can better imagine moving in 3 deminsions . all you need is to decide how many right room choices they need to make to get out and have a checklist on the side to mark their progress . if they make the right choices , check more boxes , if they make bad choices erase some of the checks . this also allows you to help or hinder them if they do something particularly inspiring or idiotic .
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