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Riddle Rooms #1: Dungeon Dilemmas [Paperback]

Rick Smith (Author), Matt Mayfield (Author)
4.0 out of 5 stars  See all reviews (4 customer reviews)

Price: $13.95 & eligible for FREE Super Saver Shipping on orders over $25. Details
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Book Description

May 1, 1993 1928807011 978-1928807018
Riddle Rooms is a collection of riddles and puzzles that have been turned into rooms that can be used in any role playing game. Each room conatins perforated handouts and a complete description for the game master. Riddle Rooms #1: Dungeon Dilemmas contains 20 rooms for use in indoor/underground settings.

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Riddle Rooms #1: Dungeon Dilemmas + Shadowman's Twisted Treasury: A Collection of Killer Puzzles + Tower of the Riddle Master : A Riddle Book
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Product Details

  • Paperback: 96 pages
  • Publisher: Cloud Kingdom Games Inc (May 1, 1993)
  • Language: English
  • ISBN-10: 1928807011
  • ISBN-13: 978-1928807018
  • Product Dimensions: 10.8 x 8.3 x 0.3 inches
  • Shipping Weight: 12 ounces (View shipping rates and policies)
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Best Sellers Rank: #2,221,007 in Books (See Top 100 in Books)

 

Customer Reviews

4 Reviews
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Average Customer Review
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16 of 17 people found the following review helpful:
4.0 out of 5 stars Plausible Mechanics - literally, January 8, 2000
By 
Alex (College Park, MD) - See all my reviews
This review is from: Riddle Rooms #1: Dungeon Dilemmas (Paperback)
Riddle Rooms #1 accomplished something not often done - it provides traps that function by the laws of physics rather than those of magic. Finally your PCs have the option of tinkering with alien mechanisms instead of casting a read magic spell. The situations provided are very much plausible and I found myself using the presented materials more than once on numerous occasions.
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5 of 5 people found the following review helpful:
5.0 out of 5 stars An excellent resource, September 1, 2003
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This review is from: Riddle Rooms #1: Dungeon Dilemmas (Paperback)
This fun little book is an excellent resource for anyone who runs a fantasy role playing game! It contains the information on twenty rooms, each of which has some sort of puzzle that must be solved not by brute force, but with intelligence. The information itself is not setout within the framework of any gaming system (Dungeons and Dragons, etc.), but is generalized enough so that it can be easily used within any campaign.

As an AD&D Dungeon Master, I have already used a number of these rooms, and have found them to be quite useful. They range from the relatively simple to the devilishly hard. My one complaint is the organization of the book, which places the room information up front, and the illustrations at the end of the book with no page numbers. This means that once you decide to use a certain room, you have to thumb through the second half of the book visually scanning for any illustrations. I have no idea why the pages for each room aren't kept all together.

That said, I did find this book to be an excellent resource, one that I have drawn on repeatedly. By the way, there are two bonuses: 1) a set of riddles giving the ingredients for making a set of potions (a good hook for later adventures), and 2) six bonus riddle that you can use anywhere you want. This is a great book, one that I highly recommend to anyone who plays fantasy role-playing games.

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1 of 1 people found the following review helpful:
5.0 out of 5 stars My favorite role playing resource, October 27, 2007
This review is from: Riddle Rooms #1: Dungeon Dilemmas (Paperback)
I tried for a long time to come up with ways to make my games more than a series of fights, and never really succeeded until I found Riddle Rooms. Now every time we play there is always a break in the action where my players have to take some time to solve a riddle or puzzle. This helps them actually role play and add personality to their character instead of just thinking of themselves as a collection of stats.

The riddles and puzzles here all make sense in the context of the game, they have cool treasures that fit into the theme of the challenge, and I can choose from straightforward ones that will take 5 - 15 minutes, or multi-layered ones that can be the basis for an entire evening of playing.

This book is a definite must if you want to evolve beyond hack-and-slash role-playing.
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