tag:blogger.com,1999:blog-6446461178381374626.post6133093630340272134..comments2024-03-27T23:28:19.341-07:00Comments on Telecanter's Receding Rules: The Tumbling Dungeon IITelecanterhttp://www.blogger.com/profile/07238356788092725244noreply@blogger.comBlogger12125tag:blogger.com,1999:blog-6446461178381374626.post-58226913813837276602013-01-11T07:42:15.009-08:002013-01-11T07:42:15.009-08:00I don't know if I'm too late for this, but...I don't know if I'm too late for this, but for doors you could use 10-ft wide gaps in the wall from floor to ceiling. That way, at any rotation it's accessible from the floor, and it gives a clue to the nature of the dungeon which is obvious in hindsight, but in the mean-time it just looks like a really tall door.Anonymoushttps://www.blogger.com/profile/06113033843564920306noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-41350470439954555222012-09-26T19:47:30.614-07:002012-09-26T19:47:30.614-07:00Interesting. The dungeon rotates around an axis pa...Interesting. The dungeon rotates around an axis passing horizontally through "C". <br />1.) The rooms can counter rotate independently permitting the room/hall juncture to always be at floor level (boring. Much like bicycle peddles. (Maybe even have their own rotational frequency)<br />2.) The juncture can be set at one point (wall center, corner, center line of floor/wall junction) and room rotates in sync with the rest of the dungeon. At times the corridor/room juncture is easy and them becomes difficult and dangerous. <br />3.) The dungeon does not need to rotate, only the gravity force.<br />4.) If the dungeon rotates with sufficient speed one 'walk' the walls in the outer arms of FG & AB and tumble in the D:E arms.<br />5.) Is the FCB arm offset in like manner as the DCE arms? Would make for a nasty fall.<br />6.) Ferris Wheel?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-24241405459174296962011-01-18T07:44:52.572-08:002011-01-18T07:44:52.572-08:00Thanks for the comments.
@richardthinks: I'd ...Thanks for the comments.<br /><br />@richardthinks: I'd envisioned it rotating slowly enough as to not be dangerous, but not so slow as to allow players to just get the heck out of Dodge.<br /><br />I don't know, maybe a turn? <br /><br />I'm still really intrigued by the idea too, but it would be really hard to describe some configurations to players, or even keep track for myself, that's where I left off. Still thinking on that.Telecanterhttps://www.blogger.com/profile/07238356788092725244noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-58595206948242303562011-01-18T01:57:09.163-08:002011-01-18T01:57:09.163-08:00...the more I think about this, the more I like it......the more I think about this, the more I like it. "That's funny, one of the walls in this corridor is wet."<br /><br />Tide pool creatures and shellfish in the corners - anemones in particular might look like jellies or similar when closed, and might contain treasures you can only get when they're submerged.<br /><br />I would still insist on having some kind of twisty giant marble run in here for Indiana Jones style chasing, maybe in the undercaverns of a coral forest. Yes it's a topographical nightmare that the players could never map, but then, they'd be too busy running and jumping.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-88873806296010461782011-01-18T01:33:39.257-08:002011-01-18T01:33:39.257-08:00a 30' cube is a big space, and I like how big ...a 30' cube is a big space, and I like how big spaces are inherently threatening here... the accessways that the janitors use are clearly all small and twisty so reorientation doesn't hurt, even if moving through them at all is annoying...<br /><br />How fast is the moment of rotation when it happens? If you're in the long corridor do you have time to get to a room, fix grapnels, set up a web of ropes? That would be my non-magical way of keeping stuff safe, BTW: make a web in the centre of a room that big heavy balls and liquids and such can go around.<br /><br />And this is the perfect dungeon to be kept clean by gelatinous cubes, which might not even have to be able to move on their own at all: they'd be plenty terrifying just sliding toward you uncontrolled.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-13919552638782578892011-01-09T10:03:37.225-08:002011-01-09T10:03:37.225-08:00Regarding the edit, I don't see a problem with...Regarding the edit, I don't see a problem with having the 10' openings 10' off the ground. It gives enough of a hint that something is weird about the place, but not anything too obvious. Leave it up to the players ingenuity with ropes and boost-ups to get from room to pasage!Andrew Walterhttp://www.andrewwalter.co.uknoreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-38141737920922078222011-01-08T10:05:19.685-08:002011-01-08T10:05:19.685-08:00Thanks all. Very helpful. I think I have two com...Thanks all. Very helpful. I think I have two competing goals here 1) to make these four configurations feel fairly natural, i.e. not stand out as weird because they are in a turning dungeon and 2) make a dungeon easy for players to map and visualize.<br /><br />I'm still thinking of the best compromise of the two. I think, oddly enough, that it might be my initial thought of tiered steps.<br /><br />@David: Thanks, I've seen the first two mentioned and liked them, but I think they are pretty squarely in the camp of screw the players by confounding them. They are in effect 3d mazes. I'm more interested in a dungeon that becomes a different and interesting dungeon each time you rotate it. I think this is much more difficult and I'm still trying to work out how in fact to do it.Telecanterhttps://www.blogger.com/profile/07238356788092725244noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-57583441108804608402011-01-07T20:51:31.961-08:002011-01-07T20:51:31.961-08:00I just watched some movies where this was the plot...I just watched some movies where this was the plot of the story where a group of people were imprisoned in a shifting and trapped group of rooms or "cubes" and needed to escape.<br /><br />they are all on netflix the original you'll have to get the dvd or find it on megavideo the other two are on instant play.<br /><br />Cube<br />Cube 2 : Hypercube (not as good as the first or prequel)<br />Cube Zero (A prequel)<br /><br />Check em out! <br /><br />http://www.d4d6d8d10d12d20.com - My Gaming BlogDavidhttp://www.d4d6d8d10d12d20.comnoreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-6863308815937791492011-01-07T16:19:06.371-08:002011-01-07T16:19:06.371-08:00Interesting and nervous making? Yes. Survivable? N...Interesting and nervous making? Yes. Survivable? No. They'd fall straight into the chute. Unless it has featherfall in it...C'nor (Outermost_Toe)https://www.blogger.com/profile/01580315916281876117noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-76116173990473607102011-01-07T16:03:32.249-08:002011-01-07T16:03:32.249-08:00I concur with the 30x30x10 options suggested above...I concur with the 30x30x10 options suggested above, but perhaps you could shift the rooms slightly so that the entrances are in the corners of the rooms? That way there is a ramp up to the entrances in S2 that doesn't stand out in S1Jarrahhttps://www.blogger.com/profile/16367493507081661713noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-110155798749517422011-01-07T15:42:02.754-08:002011-01-07T15:42:02.754-08:008' high doors, 10' high ceiling, 1' ea...8' high doors, 10' high ceiling, 1' each for lintel and sill. And when flipped 90 degrees, hey, trap doors.Roger G-Shttps://www.blogger.com/profile/08594440701279968693noreply@blogger.comtag:blogger.com,1999:blog-6446461178381374626.post-62745440168879895522011-01-07T15:30:11.836-08:002011-01-07T15:30:11.836-08:00Wouldn't the simple solution be to make the ro...Wouldn't the simple solution be to make the rooms 30x30x10?<br /><br />Or maybe there is a solid 20 foot ladder lying in the room.<br /><br />Or maybe the designers don't mind that there will be a 20 foot drop when the room is upside down. After all, they don't mind the difficulties of S2.The Rubberduckhttps://www.blogger.com/profile/12585052552943070379noreply@blogger.com