Levers just seemed the easiest way to go, at least in order to let the players know "you have changed something, now go find what it is". I can guarantee that the next puzzle dungeon I build will NOT be tied to levers. I'll also be trying to look for ways to make things a bit more random, so that the way that worked today may not necessarily work tomorrow... And I'm already getting some evil ideas about it.wrote:I like puzzles, but personally do not like lever pullings and the like.
I'm surprised nobody's screamed about the three hallways. Giving a "pick your poison" option felt to me like the most evil thing I did...
This has actually been discussed on the DM boards. This could definitely play into interesting options, such as the choice of several quests for an area... and the quest taken determining what treasure might be found, for instance, or enemies that might be faced.wrote:What I miss, in all planes, is NPC's to talk to for quests and/of merchandising. I hope someone writes that down for the next update.
