Traab
2011-07-09, 05:03 PM
Ok, there is a web comic that I read called goblins. Currently one of the sets of characters is stuck in a dungeon where 218 versions of yourself from alternate dimensions are constantly racing for the prize at the end. The first to get there wins, everyone else is reset back to the start with no memory of the dungeon run, just a counter showing how many tries you have logged so far. Same thing happens if you get a tpk. I thought of just how much that would mess with your head, seeing you have failed hundreds, or even thousands of times to make it to the end first, and how it would make you second guess all your decisions because apparently they havent been the right ones so far.
Ok, the point here is, this would make for an AWESOME dungeon for an experienced DM with a group of players he is used to working with to create. Basically, you set them up with the dungeon, give them the speech about how it works, and show them a counter with some random high number on it. The trick here is, all the traps have to be specifically designed to work in ways your players wouldnt normally think of. As an example, if your players tend to have a barbarian in the party who treats all locked doors the same way, full charge and bash it down, now the doors are lethally trapped. If your players tend to be good at logic puzzles, include puzzles that SEEM to be solved through a logic problem, but instead have some outside the box thinking to resolve it. The goal is to make them realize that apparently their normal methods of winning havent worked, and they need to try something different if they want to win "this time"
Ok, the point here is, this would make for an AWESOME dungeon for an experienced DM with a group of players he is used to working with to create. Basically, you set them up with the dungeon, give them the speech about how it works, and show them a counter with some random high number on it. The trick here is, all the traps have to be specifically designed to work in ways your players wouldnt normally think of. As an example, if your players tend to have a barbarian in the party who treats all locked doors the same way, full charge and bash it down, now the doors are lethally trapped. If your players tend to be good at logic puzzles, include puzzles that SEEM to be solved through a logic problem, but instead have some outside the box thinking to resolve it. The goal is to make them realize that apparently their normal methods of winning havent worked, and they need to try something different if they want to win "this time"