Legend of Zelda RPG/GM Resources

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GM Resources

Tags/Special Properties/Keywords/Whatever

Universal

  • Range X: Can affect things out to distance X. [Bows with "Range 20"; Hookshots with "Range 10"; Longshots with "Range 20"; Octorocks with "Range 5", etc.]
  • AoE X: Affects everything within X of its origin [Spin Attack with "AoE 1"; Bombs with "AoE 2"; Quicksand with "AoE 5", etc.]
  • Armour X (Y): Reduces the damage increment of physical sources by X, to a minimum of Y.
  • Fixed: Cannot be moved. [Walls, Beamos, etc.]
  • Burn X: Ignite effects destroy it in X turns (Never destroyed if X = -1). Gains the Ignite tag until destroyed. [Ice with "Burn 0"; Deku Sticks with "Burn 3"; Keese and Torches with "Burn -1", etc.]
  • Blow: Moves objects with an effective Mass of 0, etc. [Gust Jar, Fans, etc.]
  • Hold (X): Objects with the Grip tag (and tag X, if stated) can attach to it. [Wooden Posts with Hold (Pierce); Gratings with Hold (Claw), etc.]
  • Switch X -> Y (Z): Changes X to Y when condition Z is fulfilled.
    Switch X <-> Y (Z): Changes the state of something between X and Y when condition Z is fulfilled. Examples:
    • A target with "Switch Bridge [1] <-> Bridge [2] (Pierce)" causes a bridge to rotate between position 1 and position 2 when hit by a piercing weapon, such as an arrow.
    • Gibdos with "Switch Self -> Stalfos (Ignite)".
    • A panel with "Switch Door [1] -> Open (Light)", unlocking the next room when stuck by any effect with the Light tag.
  • Source (X/Y): Energy X (Light, Ice, Fire, etc.) or material Y (Water, Sand, etc.) originates from the object, then moves in a straight line until it strikes something. [Beamos with "Source (Laser)"; Waterfall with "Source (Water)"; Koume with "Source (Fire)", Kotate with "Source (Ice)" and Twinrova with "Source (Fire, Ice)", etc.]
  • Reflect (X/Y): When an effect with the Source (X/Y) tag strikes it, the object gains Source (X/Y). [Mirror with "Reflect (Light); Mirror Shield with "Reflect (Energy); Pipe with "Reflect (Water), etc.]
  • Dark X: Nothing can be seen within distance X of the object. [Certain spells and attacks; dark dungeons; night without moonlight, etc.]
  • Light X: Negates effects with the Dark tag within distance X. [Light Arrows, large torches, etc.]
  • Invisible: Cloaked, and can only be seen through its effects on the environment. Can be seen using an item with the Reveal tag. [Certain enemies, chests, bridges, etc.]
  • Staggering: The target of a Staggering effect suffers different consequences depending on what sort of defense the target uses. An individual using a shield defense is stunned, losing an action on his or her next turn regardless of whether the Staggering attack dealt damage or not. An individual using a non-shield defense is knocked down and back if the Staggering attack wins any successes, but takes no penalties if the Staggering attack misses.

Items/Magic

  • Mass ± X: Changes your effective Mass by X. [Iron Boots have "Mass +3"; Hover Boots have "Mass -4", etc.]
  • Ignite: Destroys objects with the Burn tag, makes Bombs explode, etc. [Fire Arrows, etc.]*Freeze: Turns water into ice platforms, puts out fires, etc. [Ice Arrows, etc.]
  • Explode: Destroys objects with the Crack tag when destroyed, etc. [Bombs, etc.]
  • Smash: Destroys objects with the Crack tag, activates certain switches, etc. [Hammers, etc.]
  • Pierce: Activates certain switches, affects certain enemies, etc. [Bow, Hookshot, etc.]
  • Cut: Removes objects with the Taut tag, affects certain enemies, etc. [Sword, Boomerang, etc.]
  • Fetch X: Brings objects with Mass < X to the wielder. [Boomerang, Hookshot, etc.]
  • Grip: Attaches to enemies/object with the Hold tag. [Hookshot, Clawshot, etc.]
  • Claw: Attaches to certain objects, etc. [Clawshot, Grappling Claw, etc.]
  • Pull: When attached, brings the lower Mass to the higher Mass (Pull-switch to item-holder, item-holder to wall, etc.). [Hookshot, Clawshot, etc.]
  • Reveal: Negates effects with the Invisible tag. [Lens of Truth, etc.]

Monsters

  • Flying: Can only be hit with ranged attacks unless it's attacking in melee. [Keese, etc.]
  • Split X: Spawns X copies of itself with 1/4 Heart of health upon death.
  • Spawn X (Y): The creature can spend a round spawning X copies of creature Y. [Queen Gohma, etc.]
  • Electrified: The creature deals 1/2 heart of damage to anyone who attacks it in melee.
  • Curse (X): Anyone hit by the creature's attack cannot perform action X for a number of rounds equal to the damage dealt.

  • Surprise: Covers any stealth-based ability such as Bongo-Bongo's invisibility, Queen Gohma's scuttling or Lanmolas' digging. It allows the creature to take an action to hide itself, and make a Wisdom/Physical check (which we'd give some base rating per trait I guess, like we were doing for Attack?) to make a surprise attack against the target(s). A monster in Surprise mode is not exposed by an item with the Reveal tag.
  • Shell: Functions like Shield Defence for a PC, up to and including Reflecting.
  • Knockdown: The monster's attacks have the Knockdown/Knockback capability. Large monsters like Bongo-Bongo or Iron Knuckle would have this.

Environment

  • Crack: Can be destroyed by effects with the Smash or Explode tag.
  • Taut X: Can be removed by effects with the Cut tag; can support a total Mass of X.
  • Buoyant X: Object has negligible Mass; reduces the total Mass of everything supported by the object by X.
  • Launch X: When the object is activated, anything in contact with it moves a distance X straight up then falls a distance equal to its Mass at the start of every round.
  • Timer X: Any change of state caused by effects with the Switch tag reverts after X rounds.
  • Height X: Distance from the floor to the ground = X.
  • Climb: You can ascend a distance equal to half your Movement when in contact with this object. [Vines, Ladders, etc.]


Dungeon Design

Still roughing this out right now:

"Four Swords creates a dungeon level by randomly selecting a dungeon setting -- a vast area with many set challenges -- then dropping a randomly selected new dungeon part into it. As you gain more keys and experience, obstacles become more challenging and levels become more difficult. There are dozens of settings and parts available for each separate area, so you'll always be challenged with new dungeon levels!" - Zelda Universe

Boxes connected by arrows:

  • Each box defines a rectangular area with the same characteristics (pool of water, field, metal grating, etc.). Distance units between and location of movement points written round the outside.
    • Boxes have the item tags needed to solve the puzzles in them. For example, to represent rooms with torch switches, the box has the Ignite tag.
  • Each arrow tells you how areas are connected, the requirements to move from one area to another ("Defeat Miniboss", "Activate Line of Switches in Order 3, 5, 2, 4, 1"; "Unlock door with Boss Key", etc.), if you can travel back the way you came (falling down is one-way, etc.), if the new area is on a different floor of the dungeon (semi-circular arrow), etc.
    • Arrows have the item tags needed to access them. For example, to represent doors blocked by Sun Blocks, the arrow has the Light tag.

Stuff we can mooch learn from:

All these need to have the exits at exactly the same place, which isn't ideal. If there's a "rim" around the rooms to draw in the connections, it might help, but it feels a bit untidy.
The original Zelda dungeons also needed all its room exits in the same places, and I think the randomly generated dungeons in "Four Swords" was the same. The best dungeons will be drawn freehand, naturally. These tile-based dungeons will do well at giving the feel of a videogame in an RPG.
I guess a tile-based system can speed some things up (less drawing stuff out, but solutions to puzzles can't be pre-set unless you only want to use them once, etc.), but I'm not going to support it myself unless I get bored of doing other things.

Dungeon Types

  • Mini Dungeon (~10 Rooms): Mid-way stages that may not house a boss or even a map and compass, or are smaller in size that show one of these two characteristics:
    1. They may be required to complete for reasons not as prominent as those that motivate the young hero to complete the main dungeons.
    2. They are optional.
  • Main Dungeon (~20 Rooms): House a boss that must be defeated to access a quest-important item.
  • Master Dungeon (~50 Rooms) [not always present]: Largest type of dungeon. Require increasing numbers of items for progress. Holds the locations of all the main dungeons.

Dungeon Architectures

  • Caverns: Little, if any, artificial architecture within.
  • Labyrinths: One floor - progress based on defeating creatures in order to open locked door or collect keys.
  • Organic: Irregularly shaped rooms?
  • Palaces: Have a more elaborate interior than other dungeons types. Fighting enemies is optional (as long as they're easy to overlook, of course), with more hazards, obstacles and traps. Maybe.
  • Temples: Thematic, usually have a central puzzle device, which must be dealt with in order to meet the boss.
  • Towers: Many smaller floors.

Dungeon Themes

Desert

  • Location: Deserts or other sandy areas.
  • Atmosphere: Egyptian, dusty, etc.
  • Enemy Types: ???
  • Obstacles: Quicksand or complex traps.
  • Puzzle Types: Generic; like Forest Dungeons.

Dungeons of this type are actually similar to forest dungeons when it comes to puzzles (in fact, the Arbiter's Grounds from Twilight Princess are similar to the Forest Temple from Ocarina of Time when it comes to hunting Poes), or at least these are more generic in nature.

Earth

  • Location: Underground or inside rocky areas.
  • Atmosphere: Earth dungeons are known for their dark, dank environment and organic, vegetative architecture.
  • Enemy Types: ???
  • Obstacles: Obstacles may include rolling rocks and fragile terrain and walls.
  • Puzzle Types: Overlaps with Fire, Forest, and Shadow.

Earth dungeons are somewhat difficult to distinguish, as their placement, depending on the puzzles present.

Fire

  • Location: Volcanoes and fire-covered areas.
  • Atmosphere: Sweltering heat, etc.
  • Enemy Types: Fire-breathing enemies, etc.
  • Obstacles: Lava, fire obstacles, etc
  • Puzzle Types: Related to removing or creating fire, although others have more to do with the use of Bombs. Moving blocks have been reportedly frequent in these dungeons as well.

Dungeons related to this element can be expectantly more difficult than other dungeons because of the fiery hazards present.

Forest

  • Location: Forests, groves or swamps usually mimic the ecosystems surrounding them both in context and in atmosphere.
  • Atmosphere: Overgrown, etc.
  • Enemy Types: Floral or arthropodal enemies, such as Deku Babas, Deku Scrubs, or Skulltulas.
  • Obstacles: Vines and whatnot?
  • Puzzle Types: As forest dungeons are usually encountered early on in the game, the puzzles in these dungeons are usually generic in nature and somewhat simple. Depending on the game itself or the plot, there may be various unique situations in the dungeon. For example, in Twilight Princess, Link has to cooperate with monkeys in order to make his way through the rooms of the Forest Temple, and in Ocarina of Time, he occasionally has to twist some corridors so that he can access and explore new rooms of the same temple.

Ice

  • Location: Ice dungeons are frozen and located in icy areas.
  • Atmosphere: ???
  • Enemy Types: Icy enemies, etc.
  • Obstacles: Sources of cold that can freeze Link, slippery floors, falling ice needles, deep snow, etc.
  • Puzzle Types: move blocks in these dungeons, although the low friction of the floor can make this more difficult than usual.

Light

  • Location: ???
  • Atmosphere: Clean, bright, etc.
  • Enemy Types: Mechanical in most cases.
  • Obstacles: Mechanical in most cases.
  • Puzzle Types: Escorting or commanding objects (guiding light), manipulating physical light, etc.

Light-themed dungeons are relatively rare in the series. Unlike the other types of dungeons, whose themes make them markedly different from the main overworld, these dungeons appeal for a more realistic and generic environment. Storyline-wise, these dungeons have a fixation towards light in a sacred or religious sense.

Shadow

  • Location: Graveyards or very dark places.
  • Atmosphere: Usually very dark.
  • Enemy Types: Demonic or undead enemies (Poes, Redeads, Stalfos, etc.). "Scary", "creepy", etc.
  • Obstacles: Hidden pits, deadly traps, etc.
  • Puzzle Types: Invisible elements, illusions; light may also be required to open new paths, as seen in The Wind Waker with the Earth Temple.

Many of these dungeons serve as bases of operation for the villains, such as the Black Tower in Oracle of Ages and the Palace of Twilight in Twilight Princess. In the majority of the cases, shadow dungeons are found late in the games.

Water

  • Location: Lakes and watery areas.
  • Atmosphere: Damp, etc.
  • Enemy Types: Water-based (fishy thingies, etc.).
  • Obstacles: Drowning, etc.
  • Puzzle Types: Manipulating or crossing liquid water in one way or another.

Among the most controversial, mostly because the difficulty is, more often than not, much higher than in other dungeons. In the Water Temple, for example, Link has to make the water descend and ascend its level at least twice in order to meet the boss, and numerous times if the players guiding him overlook keys that may be needed later and that are only accessible when the water is on its right level; another difficulty is that Link has to constantly equip or de-equip his Iron Boots, depending on whether he is rising to a surface or walking on a bottom.

Wind

  • Location: The sky, or in places of notable altitude.
  • Atmosphere: ???
  • Enemy Types: Flying enemies, etc.
  • Obstacles: Strong winds, etc.
  • Puzzle Types: Using wind to reach new places, crossing chasms carefully to avoid falling.

Wind dungeons are among the rarest of the element themes, and are usually encountered later on in the game (often the sixth or seventh dungeon).

Dungeon Items

  • Dungeon Map: Reveals the location of all rooms (without the |Secret| tag?) in the specified dungeon.
  • Compass: Indicates where the boss is located on the specified Dungeon Map. May or may not reveal the location of Treasure Chests, hidden Treasure Chests or hidden Keys.
  • Keys:
    • Small Key: Open locked doors and key blocks. Usually dungeon-specific.
    • Boss/Big Key: Opens the door to the boss' chamber - may open other important locks too.
    • Dungeon Key: Required to access certain dungeons.

Sample Blocks

  • Somaria Block: Mass 8, Switch Block -> Explosion (Cane of Somaria).
  • Key Block: Mass 8, Switch Fixed -> Mobile (Key).
  • Puzzle Block: Mass 8, Height 2, Climb.
  • Time Block: Fixed, Switch Appear <-> Disappear (Song of Time).
  • Sun Block: Fixed, Switch Present -> Removed (Light).
  • Mobile Block: Switch Position 1 <-> Position 2 (Switches).
  • Ice Block: Mass 8, Burn 0.

Switches

What Switches Can Do

  • Open doors.
  • Make Treasure Chests appear (frequently with keys in them).
  • Move walls or other obstacles.
  • Open gates to fill areas with water, or drain them.
  • Turn fans on or off.
  • Deactivate Armos statues.
  • Open skylights.
  • Make monsters appear (if booby-trapped).

Sample Switches

  • Mechanical Lever: When switch is switched, stuff happens.
  • Floor Switch: When Mass is placed on it/removed from it, stuff happens.
  • Pull Lever: When level is pulled, stuff happens.
  • Grapple Switch: When a sufficient Mass pulls it down, stuff happens.
  • Torch Switch: When torch is lit, stuff happens.
  • Crystal Switch: When switch is hit, stuff happens.
  • Eyeball Switch: When switch is shot, stuff happens.
  • Sun Switch: When light hits it, stuff happens.
  • Monster Switch: When all the monsters in a room are killed, stuff happens.

External Links