Riddle Rooms #1: Dungeon Dilemmas

Riddle Rooms #1: Dungeon DilemmasAuthors: Rick Smith, Matt Mayfield
Publisher: Cloud Kingdom Games Inc
Category: Book

List Price: $13.95
Buy New: $9.92
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Seller: titangames
Rating: 4.0 out of 5 stars 4 reviews
Sales Rank: 647744

Media: Paperback
Pages: 96
Shipping Weight (lbs): 0.8
Dimensions (in): 10.8 x 8.3 x 0.3

ISBN: 1928807011
EAN: 9781928807018
ASIN: 1928807011

Publication Date: May 1, 1993
Availability: Usually ships in 1-2 business days

Editorial Reviews:

Product Description
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.


Customer Reviews:
5 out of 5 stars My favorite role playing resource   October 27, 2007
Clive
1 out of 1 found this review helpful

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.



5 out of 5 stars An excellent resource   September 1, 2003
Kurt A. Johnson (North-Central Illinois, USA)
6 out of 6 found this review helpful

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.


2 out of 5 stars good ilustrustrations, semi-good logic   December 20, 2001
duke13630 (houston, tx United States)
5 out of 10 found this review helpful

The puzzles are nothing but riddles. Every single puzzles includes a riddle to solve in some way which makes it tiring after the first room. the logical Puzzles that players need to make are somewhat common sense that requires looking for an a specific object. ie, to cut the chain then you need to find the special axe. To get the axe then you got to first find the special key. the get that special key then you first have to break the Key casing around it with another particular item. It is full of puzzles like this and sometimes, pages seems to be wasted just to type out one large 4 line riddle to show to players when you can just say it.


4 out of 5 stars Plausible Mechanics - literally   January 8, 2000
Shadowfire (College Park, MD)
16 out of 17 found this review helpful

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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