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<blockquote data-quote="Shades of Eternity" data-source="post: 9819555" data-attributes="member: 10869"><p>Realizing I didn't quite remember Minority Report...</p><p></p><p>so here's a five room Math Dungeon.</p><p></p><h3>The Math Dungeon</h3><h4><em>“The Place Where Errors Accumulate”</em></h4><p>This dungeon is not guarded by monsters.</p><p>It is guarded by <strong>correctness</strong>.</p><p></p><h3>Core Premise</h3><p>Long ago, this facility was built to <strong>contain, resolve, or stabilize an unsolved problem</strong>.</p><ul> <li data-xf-list-type="ul">Not a riddle.</li> <li data-xf-list-type="ul">Not a puzzle with a single answer.</li> <li data-xf-list-type="ul">A <em>living contradiction</em> that must be managed.</li> </ul><p>The dungeon exists because the math <strong>cannot be solved outright</strong>—only <em>contained</em>.</p><p></p><p>If neglected:</p><ul> <li data-xf-list-type="ul">reality locally degrades</li> <li data-xf-list-type="ul">probability stops behaving</li> <li data-xf-list-type="ul">geometry becomes “suggestive”</li> </ul><p></p><p>The dungeon is not hostile.</p><p><strong>It is intolerant.</strong></p><p></p><h3>Dungeon Rules (Tell the Players These)</h3> <ol> <li data-xf-list-type="ol"><strong>The dungeon responds to consistency, not cleverness.</strong></li> <li data-xf-list-type="ol"><strong>Changing assumptions changes the dungeon.</strong></li> <li data-xf-list-type="ol"><strong>Brute force works—but creates debt.</strong></li> <li data-xf-list-type="ol"><strong>The dungeon remembers mistakes.</strong></li> </ol><p>Keep these vague. Let them learn the hard way.</p><p></p><h3>The Five-Room Structure (Math Edition)</h3><h4><strong>Room 1: The Threshold of Assumptions</strong></h4><p><em>A wide chamber with engraved statements on the walls.</em></p><p></p><p>Each wall bears a <strong>foundational axiom</strong>:</p><ul> <li data-xf-list-type="ul">“Cause precedes effect.”</li> <li data-xf-list-type="ul">“Equal inputs produce equal outputs.”</li> <li data-xf-list-type="ul">“Distance is measurable.”</li> <li data-xf-list-type="ul">“Identity is stable.”<br /> <br /> <strong>Mechanic</strong></li> </ul> <ul> <li data-xf-list-type="ul">The party must choose <strong>which assumptions they accept</strong>.</li> <li data-xf-list-type="ul">Doors unlock based on which axioms remain unbroken.</li> <li data-xf-list-type="ul">Breaking an axiom later causes <em>earlier rooms to retroactively misbehave</em>.</li> </ul><p><strong>Failure Example</strong></p><ul> <li data-xf-list-type="ul">If “distance is measurable” is rejected:<ul> <li data-xf-list-type="ul">corridors stretch</li> <li data-xf-list-type="ul">ranged attacks drift</li> <li data-xf-list-type="ul">maps become unreliable</li> </ul></li> </ul><p></p><h4><strong>Room 2: The Chamber of Ratios</strong></h4><p><em>A massive hall of balanced platforms, flowing liquids, and hanging weights.</em></p><p></p><p>Everything is about <strong>proportion</strong>:</p><ul> <li data-xf-list-type="ul">damage scales strangely</li> <li data-xf-list-type="ul">healing works only if “balanced”</li> <li data-xf-list-type="ul">carrying too much or too little triggers effects</li> </ul><p><strong>Mechanic</strong></p><ul> <li data-xf-list-type="ul">Actions are judged relatively:<ul> <li data-xf-list-type="ul">Overkill creates backlash</li> <li data-xf-list-type="ul">Minimal effort causes inefficiency penalties</li> </ul></li> <li data-xf-list-type="ul">Perfect balance yields bonuses.</li> </ul><p><strong>Failure Example</strong></p><ul> <li data-xf-list-type="ul">Kill a small threat with excessive force?<ul> <li data-xf-list-type="ul">The dungeon “corrects” by spawning debt elsewhere.</li> </ul></li> </ul><p></p><h4><strong>Room 3: The Iteration Engine</strong></h4><p><em>A looping space. Hallways repeat with subtle changes.</em></p><p></p><p>This is where <strong>recursive logic</strong> lives.</p><p></p><p><strong>Mechanic</strong></p><ul> <li data-xf-list-type="ul">The party must repeat an action sequence—but improve it.</li> <li data-xf-list-type="ul">Exact repetition causes:<ul> <li data-xf-list-type="ul">exhaustion</li> <li data-xf-list-type="ul">déjà vu effects</li> <li data-xf-list-type="ul">time bleed</li> </ul></li> <li data-xf-list-type="ul">Incremental improvement stabilizes the loop.</li> </ul><p><strong>Failure Example</strong></p><ul> <li data-xf-list-type="ul">Repeat a failed tactic too many times?<ul> <li data-xf-list-type="ul">The dungeon assumes it is intentional and locks it in.</li> </ul></li> </ul><p></p><h4><strong>Room 4: The Proof Arena</strong></h4><p><em>A silent amphitheater. No enemies at first.</em></p><p></p><p>An abstract challenge manifests:</p><ul> <li data-xf-list-type="ul">an enemy immune to “unproven” damage types</li> <li data-xf-list-type="ul">a mechanism that only works if justified</li> <li data-xf-list-type="ul">a gate that demands explanation, not force</li> </ul><p><strong>Mechanic</strong></p><p>Players must:</p><ul> <li data-xf-list-type="ul">articulate <em>why</em> something should work</li> <li data-xf-list-type="ul">align actions with declared intent</li> <li data-xf-list-type="ul">back tactics with internal logic</li> </ul><p>This can be roleplay-based, mechanical, or both.</p><p></p><p><strong>Failure Example</strong></p><ul> <li data-xf-list-type="ul">Contradicting your own logic mid-fight?<ul> <li data-xf-list-type="ul">The dungeon marks the action invalid.</li> </ul></li> </ul><p></p><h4><strong>Room 5: The Containment Solution</strong></h4><p><em>The heart of the dungeon.</em></p><p>Here lies the <strong>unsolved thing</strong>:</p><ul> <li data-xf-list-type="ul">a paradox engine</li> <li data-xf-list-type="ul">a number that cannot exist</li> <li data-xf-list-type="ul">a creature defined by inconsistent rules</li> </ul><p>It is not meant to be destroyed.</p><p></p><p><strong>Options</strong></p><p>The party can:</p><ol> <li data-xf-list-type="ol"><strong>Stabilize it</strong> (reset the dungeon, preserve reality)</li> <li data-xf-list-type="ol"><strong>Redefine it</strong> (change assumptions permanently)</li> <li data-xf-list-type="ol"><strong>Exploit it</strong> (gain power, introduce instability)</li> <li data-xf-list-type="ol"><strong>Walk away</strong> (leave the system to degrade)</li> </ol><p><strong>Consequences</strong></p><ul> <li data-xf-list-type="ul">The world outside changes based on the choice.</li> <li data-xf-list-type="ul">The dungeon may reappear elsewhere.</li> </ul><p></p><h3>Dungeon Aesthetic</h3> <ul> <li data-xf-list-type="ul">Chalk lines worn smooth by centuries of erasure</li> <li data-xf-list-type="ul">Numbers scratched out and rewritten obsessively</li> <li data-xf-list-type="ul">Architecture that looks wrong only when you stare</li> <li data-xf-list-type="ul">Quiet ticking that stops when you stop thinking</li> </ul><p>No overt “math symbols everywhere.”</p><p>Let it feel <strong>institutional</strong>, not arcane.</p><p></p><p>***************************</p><p>enjoy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Shades of Eternity, post: 9819555, member: 10869"] Realizing I didn't quite remember Minority Report... so here's a five room Math Dungeon. [HEADING=2]The Math Dungeon[/HEADING] [HEADING=3][I]“The Place Where Errors Accumulate”[/I][/HEADING] This dungeon is not guarded by monsters. It is guarded by [B]correctness[/B]. [HEADING=2]Core Premise[/HEADING] Long ago, this facility was built to [B]contain, resolve, or stabilize an unsolved problem[/B]. [LIST] [*]Not a riddle. [*]Not a puzzle with a single answer. [*]A [I]living contradiction[/I] that must be managed. [/LIST] The dungeon exists because the math [B]cannot be solved outright[/B]—only [I]contained[/I]. If neglected: [LIST] [*]reality locally degrades [*]probability stops behaving [*]geometry becomes “suggestive” [/LIST] The dungeon is not hostile. [B]It is intolerant.[/B] [HEADING=2]Dungeon Rules (Tell the Players These)[/HEADING] [LIST=1] [*][B]The dungeon responds to consistency, not cleverness.[/B] [*][B]Changing assumptions changes the dungeon.[/B] [*][B]Brute force works—but creates debt.[/B] [*][B]The dungeon remembers mistakes.[/B] [/LIST] Keep these vague. Let them learn the hard way. [HEADING=2]The Five-Room Structure (Math Edition)[/HEADING] [HEADING=3][B]Room 1: The Threshold of Assumptions[/B][/HEADING] [I]A wide chamber with engraved statements on the walls.[/I] Each wall bears a [B]foundational axiom[/B]: [LIST] [*]“Cause precedes effect.” [*]“Equal inputs produce equal outputs.” [*]“Distance is measurable.” [*]“Identity is stable.” [B]Mechanic[/B] [/LIST] [LIST] [*]The party must choose [B]which assumptions they accept[/B]. [*]Doors unlock based on which axioms remain unbroken. [*]Breaking an axiom later causes [I]earlier rooms to retroactively misbehave[/I]. [/LIST] [B]Failure Example[/B] [LIST] [*]If “distance is measurable” is rejected: [LIST] [*]corridors stretch [*]ranged attacks drift [*]maps become unreliable [/LIST] [/LIST] [HEADING=3][B]Room 2: The Chamber of Ratios[/B][/HEADING] [I]A massive hall of balanced platforms, flowing liquids, and hanging weights.[/I] Everything is about [B]proportion[/B]: [LIST] [*]damage scales strangely [*]healing works only if “balanced” [*]carrying too much or too little triggers effects [/LIST] [B]Mechanic[/B] [LIST] [*]Actions are judged relatively: [LIST] [*]Overkill creates backlash [*]Minimal effort causes inefficiency penalties [/LIST] [*]Perfect balance yields bonuses. [/LIST] [B]Failure Example[/B] [LIST] [*]Kill a small threat with excessive force? [LIST] [*]The dungeon “corrects” by spawning debt elsewhere. [/LIST] [/LIST] [HEADING=3][B]Room 3: The Iteration Engine[/B][/HEADING] [I]A looping space. Hallways repeat with subtle changes.[/I] This is where [B]recursive logic[/B] lives. [B]Mechanic[/B] [LIST] [*]The party must repeat an action sequence—but improve it. [*]Exact repetition causes: [LIST] [*]exhaustion [*]déjà vu effects [*]time bleed [/LIST] [*]Incremental improvement stabilizes the loop. [/LIST] [B]Failure Example[/B] [LIST] [*]Repeat a failed tactic too many times? [LIST] [*]The dungeon assumes it is intentional and locks it in. [/LIST] [/LIST] [HEADING=3][B]Room 4: The Proof Arena[/B][/HEADING] [I]A silent amphitheater. No enemies at first.[/I] An abstract challenge manifests: [LIST] [*]an enemy immune to “unproven” damage types [*]a mechanism that only works if justified [*]a gate that demands explanation, not force [/LIST] [B]Mechanic[/B] Players must: [LIST] [*]articulate [I]why[/I] something should work [*]align actions with declared intent [*]back tactics with internal logic [/LIST] This can be roleplay-based, mechanical, or both. [B]Failure Example[/B] [LIST] [*]Contradicting your own logic mid-fight? [LIST] [*]The dungeon marks the action invalid. [/LIST] [/LIST] [HEADING=3][B]Room 5: The Containment Solution[/B][/HEADING] [I]The heart of the dungeon.[/I] Here lies the [B]unsolved thing[/B]: [LIST] [*]a paradox engine [*]a number that cannot exist [*]a creature defined by inconsistent rules [/LIST] It is not meant to be destroyed. [B]Options[/B] The party can: [LIST=1] [*][B]Stabilize it[/B] (reset the dungeon, preserve reality) [*][B]Redefine it[/B] (change assumptions permanently) [*][B]Exploit it[/B] (gain power, introduce instability) [*][B]Walk away[/B] (leave the system to degrade) [/LIST] [B]Consequences[/B] [LIST] [*]The world outside changes based on the choice. [*]The dungeon may reappear elsewhere. [/LIST] [HEADING=2]Dungeon Aesthetic[/HEADING] [LIST] [*]Chalk lines worn smooth by centuries of erasure [*]Numbers scratched out and rewritten obsessively [*]Architecture that looks wrong only when you stare [*]Quiet ticking that stops when you stop thinking [/LIST] No overt “math symbols everywhere.” Let it feel [B]institutional[/B], not arcane. *************************** enjoy. :) [/QUOTE]
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