Monday, September 17, 2012

Like Rats In A Maze

I've been a fan of the Cube movies and the Portal games for a time and now I'm wondering how I would go about recreating the puzzle mechanic in a tabletop role playing game environment.


It's one thing to have visual cues to go off of while stuck in a seemingly impossible puzzle room, but when the majority a tRPG is verbal, it's not that easy to make a trapped puzzle room that a player, or their character will be able to solve without giving away the solution in the description or continuously repeating the descriptions to your players.

I suppose I could take the route of the old text based adventure games like Zork where I give a general description of the room and then give the clues as the character(s) examine various portions of the room.

d20 games takes this to task with the Spot, Search, and Listen skills. Skills that do not have a relative parallel in Palladium games. The closest that you could come is that in some games characters may have heightened senses, or super vision powers; but nothing to roll them against for successfully spotting the clue to solving a portion of a puzzle or circumventing a trap. The GM can always have the player(s) make an arbitrary roll against a target with a modifier taking into effect their special abilities.

My ultimate goal in this is to create a testing facility run by Doctor Feral, and used to test different mutants (human and animal), and run it at the next a future Palladium Open House.

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