PUZZLE DESIGN CONTEST

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Thwick
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Re:PUZZLE DESIGN CONTEST

Post by Thwick » Thu Oct 02, 2014 12:55 pm

Depending upon how long they have been adventuring and how detailed the record is, the outer pillars could have depictions of slain foes and the inner the distinctive weapons that fell them. The party would have to remember who finished off whom. Touch the correct weapon and foe pillars at the same time they light up. Get it wrong, bad stuff. Once all pillars ar lit an exit is revealed.

Works well unless you are like my party where 99% of our opponents have been felled by the same great axe.
-Thwick

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AnimeSensei
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Re:PUZZLE DESIGN CONTEST

Post by AnimeSensei » Thu Oct 02, 2014 2:09 pm

The door just has a lock on it that is pickable.

The lights turn on when you push a button on the pillar. Once all of the lights are on a monster appears or the floor falls out. The trap is turning on all of the lights.

Gets players every time.
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JenneyOC
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Re:PUZZLE DESIGN CONTEST

Post by JenneyOC » Thu Oct 02, 2014 2:24 pm

hahahahaha AnimeSensei. That's hilarious.

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Thwick
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Re:PUZZLE DESIGN CONTEST

Post by Thwick » Thu Oct 02, 2014 8:54 pm

Ok, I think this will be my last one, as the deadline is tomorrow. Think back to the classic eighties electronic toy, Simon.

Shortly after the arrival of the party, one of the columns lights up and then goes dark. If the players touch the column it lights up again and the game has begun. Now two light in rapid succession. If the players "play" the columns correctly three are played. (If not, the ratcheting sound of some terrible doom is heard) continue until eight in a row are played, the add two lights at once. If the players can correctly "play" a sequence of sixteen, they have solved the puzzle. Too many failures and, well, bad stuff.

Would work best if the switches you use are momentary on instead of constant on. You wil want to plan the sequence ahead of time, and can use a couple eight sided die to randomize it.

-Thwick.

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jasdotcom
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Re:PUZZLE DESIGN CONTEST

Post by jasdotcom » Fri Oct 03, 2014 3:13 am

Winning some of your modified Tiles is too tempting to resist! This puzzle may not seem elegant but I think it'll fit your needs:

The room harboring the pillars and globes can sense personal details of anyone that is present. It automatically (and secretly) arranges the puzzle to be solved in order of the height and age of those attempting to solve it.

The inner ring of pillars must be touched in order of height by all members of the party, shortest to tallest. If your adventuring party has not recorded their exact height then use height by race. There is no penalty for ties in height - any order will work by members of the same height.

(Example: If the party includes a halfling, elf, human, halforc, elf, human, human; the pillars would need to be touched in order of shortest to highest like so: Halfling, Elf, Elf, Human, Human, Human, Halforc.)

The outside ring of pillars need to be touched first by the youngest and then progress higher to the oldest. Once again there is no penalty for interchanging the order of two or more individuals who are the same age.

COOL PART - It doesn't matter what pillar is touched first in either ring and there is no set pattern to touch them except by the height/ age rules stated above. This will lead to one random pillar in each ring NOT lit (in a party of seven adventurers). You use these unlit pillars to determine a random boon bestowed -

Starting with the north pillar and working clockwise, determine what number pillar on the inner ring is not lit. Then find what number pillar of the outside ring is unlit. You use this number to pick a treasure on a random treasure list. (Example - the South inner pillar represents the number 5 and the Northwest outer pillar represents 8 so if the puzzle is solved and these pillars are left unlit you use the number 58 on a random treasure list)

This way the puzzle will remain fresh for every group of adventurers who try to solve it.

The globes will glow one color (say BLUE) whenever a pillar is touched by the correct party member and it will glow a different color (like RED) if touched by the wrong person in the order...and of course it sets off a trap of your own design.


That's all I got. Hopefully it makes sense because I suck at describing ideas through text.
:)

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Re:PUZZLE DESIGN CONTEST

Post by Fizzikx » Sun Oct 05, 2014 10:18 am

Thanks everyone for the AMAZING suggestions!

OK so in truth my players never made it to the puzzle room as the adventure took slightly longer than we had expected. So I get to do some more planning (yay) but in the meantime...

The winner of this contest is LordDust! I liked your fifth-element-esc idea very much and will likely be using that with a few small twists.

In fact I liked everyone's submissions so much that I will probably be using most of these at some point. Therefore...

The runner up (nearly a tie) was Thwick! So you will BOTH be receiving 4 Torch Walls!

And finally, in 3rd place is jasdotcom - I'll send you two walls for your submission =)


Please email me your addresses and wait about 3-5 weeks. I will give you all tracking numbers when I have them.

Thank you again SO MUCH for all of your support and suggestions!

Happy Gaming!
-Fizz

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jchunick
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Re:PUZZLE DESIGN CONTEST

Post by jchunick » Sun Oct 05, 2014 10:49 am

Hey Fizzikx! Nice idea with the contest. Could you post pics of your torch walls? I'd love to see them.
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kitenerd
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Re:PUZZLE DESIGN CONTEST

Post by kitenerd » Sun Oct 05, 2014 12:08 pm

EVERYONE WINS!

I knew i should have submitted my idea!

Hats of to Fizzikz for a fun contest.

My idea (or the best i could come up with during a crazy week) was that each time you lit a column, the two adjacent to it's opposite would turn off/on. The goal would be to create a pattern that they had found/seen somewhere else in the dungeon. These type of puzzles work great as electronic or video games, but at the table they are tedious.

That is why i thought Lord Dust's idea was so good - more of a story excercise than a brain teaser
"Miniatures?, sure sign of a petty mind!" - 'The Women' 1939

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LordDust
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Re:PUZZLE DESIGN CONTEST

Post by LordDust » Sun Oct 05, 2014 3:48 pm

I really enjoyed the contest honestly. I'm glad a few folks enjoyed the ideas I put forth, sharing cool ideas is definitely part of the fun of the hobby. One of Thwick's ideas got me thinking about fun ways to design puzzles based in part on the party's own antics over the course of the campaign. Perhaps even rip off Final Fantasy one where it involves time travel and turns out that the heroes of today are actually the legendary heroes of yesteryear? This way the puzzles were actually designed by someone close to the party in the past to make sure only the party could get through them to get to the object or device that sends them back to fulfill their destiny...

So many neat ideas to play with... they say there is nothing new under the sun, but if that's true the trick is clever and novel arrangements, right?

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Thwick
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Re:PUZZLE DESIGN CONTEST

Post by Thwick » Sun Oct 05, 2014 5:44 pm

For anyone who is interested, here is the floor inscription that I sent to Fizzik for the alignment puzzle.
-Thwick
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