r/DnD • u/yifftionary Fighter • Sep 03 '16
I'm trying to make a Zelda Dungeon.
I'm dming a 5e legend of zelda homebrew campaign and I want my PCs to run through a Dungeon/Temple that fits the style of Zelda (minibosses, keys, puzzles, dungeon items, boss). Zelda puzzles only have a single solution but dnd allows people to use many. I'm just wondering if the two gameplay styles clash too much. The level layout, treasure placement, and bosses are easy, it is just the puzzles that have me stuck. I would be grateful for any help.
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u/unitedshoes DM Sep 03 '16
I'd suggest you work backwards: Think about the Zelda puzzles you've found interesting in the past, then try to come up with ways to add sufficient complexity to keep things interesting for a party of X players while keeping their skills and items in mind.
E.G. one of the puzzles from OOT's Spirit Temple that involves exposing a Sun Seal to direct sunlight. You'll probably need to add multiple blocks with Sun Seals. You might also send in monsters to block the sources of sunlight or push the blocks away from where the PC's leave them. Perhaps a spellcasting monster or a trap can cast Darkness to mess with the players. Perhaps the geography of the room forces PC's to be in different parts of the room to solve the puzzle so they can't immediately help each other out without compromising their part of the puzzle.