TheFirstStraw
2022-08-19, 08:58 AM
There have been a few panels of Haley trying to cross out the right runes in the right order to disable a magical trap, and I thought that was so cool and something that could be replicated with a handout for an immersive experience.
In the past I have used dexterity games to represent important lockpicking/trap disarm puzzles (a Jenga tower with a roll to determine how many moves you need, a physical puzzle built with one player in mind, etc).
In this case, I want a puzzle that feels more INT based (to represent the Arcana(INT) check) and complicated in presentation (bc whoa it is magic) but not overly complicated in function.
My current idea is to base these puzzles on the "Ghost Leg" (https://en.wikipedia.org/wiki/Ghost_Leg) lottery method.
It took me a while to figure out what this is even called, but I know it from a few video games and conducted some minor GoogleFu: Bospider's attack (https://cdn.jwplayer.com/v2/media/GZstgPYW/poster.jpg?width=720) in Megaman, that bonus stage in Super Mario Land 2 (https://cdn.wikimg.net/en/strategywiki/images/8/8f/SML2_Minigame_2.png), one of the mini-games in Bishi Bashi Special, etc.
At its core, this is not a "game" so much as it is a randomizer off which to build. I think if the PC needs to change the order in which the top row of items interacts with the bottom, and if I give them a number of "cross outs" based on their Arcana check, I've got something to work with. It looks like no matter what, the top row will all end up in different slots on the bottom. I'm sure there is a math reason for that, but I'm not here for that.
I've got a random generator (https://m.search.naver.com/search.naver?where=m&query=%EB%84%A4%EC%9D%B4%EB%B2%84+%EC%82%AC%EB%8B% A4%EB%A6%AC&ie=utf8&sm=tab_she&qdt=0) to work with, so my next steps are to A) figure out how to ensure the puzzles are solveable within a specific range of not immediate but not frustrating (baby-Sudoko-like) and B) do some more flavor, world-building-ey stuff to make it cool: maybe the top row represents a series of actions (arm) (explode) (arm) (poison gas) so reversing the order has relevance? I guess now I'm talking about coding for babies... maybe there is a better analog there.
Has anyone done anything like this, for spell traps specifically or other trap disarming? Do you have suggestions? Any advice or inspiration you could give me would be appreciated.
(EXCEPT something along the lines of "You shouldn't complicate these checks this way in the first place." I already know it is something that would go over well at my specific table. Your mileage may vary.)
In the past I have used dexterity games to represent important lockpicking/trap disarm puzzles (a Jenga tower with a roll to determine how many moves you need, a physical puzzle built with one player in mind, etc).
In this case, I want a puzzle that feels more INT based (to represent the Arcana(INT) check) and complicated in presentation (bc whoa it is magic) but not overly complicated in function.
My current idea is to base these puzzles on the "Ghost Leg" (https://en.wikipedia.org/wiki/Ghost_Leg) lottery method.
It took me a while to figure out what this is even called, but I know it from a few video games and conducted some minor GoogleFu: Bospider's attack (https://cdn.jwplayer.com/v2/media/GZstgPYW/poster.jpg?width=720) in Megaman, that bonus stage in Super Mario Land 2 (https://cdn.wikimg.net/en/strategywiki/images/8/8f/SML2_Minigame_2.png), one of the mini-games in Bishi Bashi Special, etc.
At its core, this is not a "game" so much as it is a randomizer off which to build. I think if the PC needs to change the order in which the top row of items interacts with the bottom, and if I give them a number of "cross outs" based on their Arcana check, I've got something to work with. It looks like no matter what, the top row will all end up in different slots on the bottom. I'm sure there is a math reason for that, but I'm not here for that.
I've got a random generator (https://m.search.naver.com/search.naver?where=m&query=%EB%84%A4%EC%9D%B4%EB%B2%84+%EC%82%AC%EB%8B% A4%EB%A6%AC&ie=utf8&sm=tab_she&qdt=0) to work with, so my next steps are to A) figure out how to ensure the puzzles are solveable within a specific range of not immediate but not frustrating (baby-Sudoko-like) and B) do some more flavor, world-building-ey stuff to make it cool: maybe the top row represents a series of actions (arm) (explode) (arm) (poison gas) so reversing the order has relevance? I guess now I'm talking about coding for babies... maybe there is a better analog there.
Has anyone done anything like this, for spell traps specifically or other trap disarming? Do you have suggestions? Any advice or inspiration you could give me would be appreciated.
(EXCEPT something along the lines of "You shouldn't complicate these checks this way in the first place." I already know it is something that would go over well at my specific table. Your mileage may vary.)