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<blockquote data-quote="Rod Staffwand" data-source="post: 7560906" data-attributes="member: 6776279"><p>I steal (uh...find inspiration) from everything, including video games. I don't port whole dungeons, but I'll grab puzzles, tricks, tropes and encounters galore to fill out my own dungeons. I keep a notepad of such ideas when I come across them and just refer to that if I need some sort of gag or dungeon feature and nothing comes to mind. It's really useful since I only allow about 1 hour of game prep per 4 hours of play.</p><p></p><p>A few favorites:</p><p>*The petrified monsters from Dark Souls 2 that block progress or heavy treasures or key items requiring you to turn them to flesh (and fight them!) to proceed.</p><p>*Invisible platforms and even treasure chests.</p><p>*Battle rooms wherein the PCs have to defeat all of the monsters (or a few waves of monsters) in order to proceed or get the treasure.</p><p>*Simple combination lock, pattern or multiple choice option puzzles with the answer found elsewhere in the dungeon, by looking for clues, or simply trial and error.</p><p>*Medusa-head type rooms from Castlevania with endlessly respawning threats that wear down the party the longer they stay in the zone.</p><p></p><p>The designers for these games were often inspired by D&D. It's only fitting that things come full circle.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 7560906, member: 6776279"] I steal (uh...find inspiration) from everything, including video games. I don't port whole dungeons, but I'll grab puzzles, tricks, tropes and encounters galore to fill out my own dungeons. I keep a notepad of such ideas when I come across them and just refer to that if I need some sort of gag or dungeon feature and nothing comes to mind. It's really useful since I only allow about 1 hour of game prep per 4 hours of play. A few favorites: *The petrified monsters from Dark Souls 2 that block progress or heavy treasures or key items requiring you to turn them to flesh (and fight them!) to proceed. *Invisible platforms and even treasure chests. *Battle rooms wherein the PCs have to defeat all of the monsters (or a few waves of monsters) in order to proceed or get the treasure. *Simple combination lock, pattern or multiple choice option puzzles with the answer found elsewhere in the dungeon, by looking for clues, or simply trial and error. *Medusa-head type rooms from Castlevania with endlessly respawning threats that wear down the party the longer they stay in the zone. The designers for these games were often inspired by D&D. It's only fitting that things come full circle. [/QUOTE]
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