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Deadly Rooms of Death: Difference between revisions

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[[File:drodtitle_3370.png|frame]]
 
Deadly Rooms of Death is first and foremost, a [[Puzzle Game|puzzle game]], created by Caravel Games. The game is about halfway between [[Exactly What It Says Onon the Tin]] and [[Non-Indicative Name]] - there are certainly rooms that are deadly, but the plot extends far beyond this simple dungeon concept.
 
The game's central concept is an idealized version of the dungeon crawl - enter a room, kill all the monsters, then go to the next room. However, it's a turn-based game, so the main player moves, then each monster gets to make one move. The puzzles come from many different features - all the monsters move in predictable fashions, there are dungeon fixtures such as doors and switches, one-way arrows, bombs, and other [[Benevolent Architecture|benevolent]] or [[Malevolent Architecture|malevolent architecture]] to make the job tougher.
 
As a puzzle game with an editor, there are several different level sets and stories available, but the main releases so far have centered around one man, [[The Hero|Beethro Budkin]], who works as a dungeon exterminator under the Smitemaster's Guild. Kings, lords, and other dungeon owners have a recurring problem of their dungeons becoming infested with monsters and nasties, and will hire experienced smiters to go kill everything and return the dungeons to usable status. There is an ongoing question of how seemingly-enclosed dungeons become infested or reinfested so quickly, but [[Hand Wave|the standing answers]] are typically "job incomplete (unintentional)" or "monsters come from inaccessible places" or "it's a fact of life, they get reinfested every now and then if they aren't supervised". Beethro's adventures lead him towards answering this question, but he gets himself into problems and circumstances far more complicated and sinister than he would have planned.
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{{quote| '''Beethro''': Well, I think I know who got the brains in that family.}}
** Stalwarts and guards are not nearly as careful as the player, and so are often overwhelmed by roach gangs.
* [[BFS]]: Beethro Budkin's sword is ''called'' [[Exactly What It Says Onon the Tin|The Really Big Sword]].
* [[Big Damn Fire Exit]]: Not a fire, but typically whenever the player has to escape from anything collapsing or some other sort of danger, this is the result (although there will be puzzles in the way).
* [[Block Puzzle]]: It's possible to implement a straight one with mirrors, [[Pressure Plate|pressure plates]] or other elements, but most commendable examples will involve the player doing a lot of other stuff. General consensus is that DROD is not and should not be [[Block Puzzle]]: The Game.
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* [[Gravity Barrier]]: Beethro's "smitemaster reflexes" keep him from moving into a pit and dying, and indeed no monster will ever move into a pit and fall. However, TCB introduces platforms, which can move out from under things and drop them into pits.
* [[Heroes Prefer Swords]]: There's nothing in the game engine that says that the player's weapon ''has'' to be a sword (and some player characters go without), but almost all weapons in setting are swords. The only exception is the Slayer's hook, and they're typically villains.
* [[Hide Your Children]]: Usually present in most plots and level sets, but the "Halph" NPC type is a child, and can be killed, providing various consequences from [[We Cannot Go Onon Without You|having to restart the room as though you yourself died]], plot events, or nothing.
* [[Invincible Minor Minion]]: Wubbas are completely immune to swords. However, they also can't harm the player. This means they just usually tend to get in the way. However, they can be destroyed using [[Benevolent Architecture]].
* [[It's Up to You]]: Usually justified: you're the only one doing anything about the problem anyway.
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* [[Multi Mook Melee]]: Possible to set up. Some rooms (entitled "hack and slash") can have the player killing hundreds or thousands of monsters of varying types.
* [[Multiple Endings]]: Averted in the main releases, where there is only one hold ending, but possible to implement in user holds.
* [[No Campaign for Thethe Wicked]]: All official Caravel releases so far have followed the "heroic" aboveground faction. User holds can certainly use [[Villain Protagonist|Villain Protagonists]], however.
** Averted in TCB with two "Interlude" levels, one of which follows one of the Empire's negotiators and the other of which follows a goblin.
* [[No-Gear Level]]: The disarm token or oremites enforce this within one room, and there's also a scripting command that will permanently remove the player's weapon until another scripting command gives it back.
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* [[Scripted Event]]: A whole scripting language was introduced in Journey to Rooted Hold and The City Beneath, making it possible to create [[NPC|NPCs]] and other story events, including cutscenes. However, most puzzle rooms will do without any of these, and many architecture contest entries include no scripting.
* [[Self-Imposed Challenge]]: What usually happens if a room provides too many resources or if players get bored or think a level set is too easy. There is an entire Challenges board on the forum. Highscore optimization also counts as this.
* [[Set a Mook Toto Kill Aa Mook]]: Usually averted, but the Adder and any other sworded monsters will play this completely straight - their goal is to kill the player, but any monsters in the way will also be killed.
* [[Sidetrack Bonus]]: Almost always present. Secret or side rooms can contain more difficult puzzles that count towards [[One Hundred Percent Completion]], or interesting plot events or snippets.
* [[Sinister Scythe]]: A Slayer's [[Weapon of Choice]] is the Hook, which may evoke this image.
* [[Sliding Scale of Turn Realism]]: This game is all the way over at Turn By Turn.
* [[Space -Filling Path]]: Sometimes necessary in order to make sure time passes if the player wants to go from point A to point B, but usually frowned upon in otherwise empty rooms.
* [[Speaking Simlish]]: Usually averted. Speech can have voice clips attached with actual English (or other language) use, or can just be present as text boxes in-game. If you want any gibberish to be played in-game, you'll have to create sound files of it or record people actually saying it.
* [[Story to Gameplay Ratio]]: Varies, but the game usually has more gameplay than story. The gameplay will also usually take more time than the story, due to the difficulty of the puzzles.
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* [[Super Drowning Skills]]: The only things that can swim are waterskippers. Anything else - the player, monsters, other room elements - will be killed or destroyed when dropped into water, no matter how close dry land is.
** [[Get EB]] introduces shallow water, which lets the player sneak around like a medieval Rambo.
* [[Teased Withwith Awesome]]: Possible to implement. Since various helpful things like potions, bombs, fegundos or friendly soldiers will only stay in the room they're placed in, you have to solve each room with the resources that are available, so you could have fifty doubles in one room but have to kill a horde of goblins all by yourself in another room.
* [[The Verse]]: Most canonical and fanonical holds take place in a world setting called The Eighth. There isn't exactly a [[Universe Bible]], but there's some more information [http://forum.caravelgames.com/viewsiteboard.php?b=67 here], in the following section of this [[TV Tropes]] article, and the forum community can usually figure out what the verse does or doesn't contain.
* [[Three Quarters View]]: Since the entire game is laid out on a grid, this is the art style most of the in-game entities and room features go with.
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* [[Armor Is Useless]]: Smitemasters explicitly go without any meaningful armor, trading it for speed and mobility. For all the armor any friendly or enemy soldiers have, they are all [[One-Hit-Point Wonder|One Hit Point Wonders]] too. However, some monsters (wubbas, intact fegundos, segments of serpents) have invulnerability to swords, averting this trope.
* [[Beneath the Earth]]: The default setting for most dungeons, but from Architect's Edition forward it's possible to create settings that are more and more convincing aboveground locations.
* [[Call a Rabbit Aa Smeerp]]: Fegundos are always referred to as such within the game and forum, but they're clearly phoenixes.
* [[Clock Punk]]: The technology level is mostly medieval-level with some advances in mechanics, city planning and architecture.
* [[Gonk]]: "The Fat Guy With The Big Lips And Pimply Nose" describes Beethro exactly. Beethro is ''ugly'' both out-of and in-universe.
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