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<blockquote data-quote="Sunseeker" data-source="post: 6413176"><p>I would like to add, the lightning-based-on-stuff-from-the-forest challenge is very poorly set up.</p><p></p><p>The first person hit is the "target", the person with the artifact. The subsequent people hit are all carrying objects from the forest, but since there is an order to them being hit, the reason they were hit in that order needs to help illuminate their relation to the forest.</p><p></p><p>Bow-man should have been second. He cut some wood and carved a bow from the forest. This is almost on par with stealing the magic artifact, but obviously the artifact is the 'plot device'. Flower-girl should have been third. She too harmed the forest and took from it, but picking flowers is a much lower 'crime' to the forest. The last person has the most tangential relationship to the forest, eating something made by an unaffected third party, the soup person is <em>almost</em> a red herring. </p><p></p><p>There is so little commonality between these people that it's almost ridiculous to expect people to 'solve' the puzzle here.</p><p></p><p>The information gathering section is equally ridiculous, though I'm only getting a snippet of it in the OP, why are the players going to talk to a guy eating soup? Why are they going to talk to a girl with flowers in her hair? Why does the person with the bow draw their attention? Is it just a matter of 'these people are in the room, go talk to them'? That's the sort of no-direction sandboxy claptrap I hate in a story, where's the hook? Why should I talk to these people? Why do I have reason to believe they know anything at all about the artifact I'm searching for? Because they're in the same inn as me? That's terrible associative reasoning, aka: logical fallacy. </p><p></p><p>When told that there are people worth talking to in the room, we should be told what catches our eyes about them, or at least required to do a perception check in order to get that information. Lets say that everything from the forest has a purple hue to it, so when we roll our check on things to look for in the room, we say "I look around the room for things that are purple-ish in color." And we are given the man with strangely purple soup, the woman with the faintly purple bow and the girl with the lovely purple flowers and perhaps we throw in some red herrings of people with purple items that are unrelated to the forest, a woman with a beautiful purple broach and a man in rich purple robes. </p><p></p><p>Now we have a reason to talk to these people and perhaps in talking to them we find out that their object are, or are not made from materials from the forest. </p><p></p><p>Frankly, as the puzzle is presented at least in the OP, it's terrible. It's a riddle with no hits, a puzzle where all the pieces are square. So it's no wonder that people would want to skip straight to the interesting part because there is absolutely no hook to make people interested in the less than-obvious.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6413176"] I would like to add, the lightning-based-on-stuff-from-the-forest challenge is very poorly set up. The first person hit is the "target", the person with the artifact. The subsequent people hit are all carrying objects from the forest, but since there is an order to them being hit, the reason they were hit in that order needs to help illuminate their relation to the forest. Bow-man should have been second. He cut some wood and carved a bow from the forest. This is almost on par with stealing the magic artifact, but obviously the artifact is the 'plot device'. Flower-girl should have been third. She too harmed the forest and took from it, but picking flowers is a much lower 'crime' to the forest. The last person has the most tangential relationship to the forest, eating something made by an unaffected third party, the soup person is [I]almost[/I] a red herring. There is so little commonality between these people that it's almost ridiculous to expect people to 'solve' the puzzle here. The information gathering section is equally ridiculous, though I'm only getting a snippet of it in the OP, why are the players going to talk to a guy eating soup? Why are they going to talk to a girl with flowers in her hair? Why does the person with the bow draw their attention? Is it just a matter of 'these people are in the room, go talk to them'? That's the sort of no-direction sandboxy claptrap I hate in a story, where's the hook? Why should I talk to these people? Why do I have reason to believe they know anything at all about the artifact I'm searching for? Because they're in the same inn as me? That's terrible associative reasoning, aka: logical fallacy. When told that there are people worth talking to in the room, we should be told what catches our eyes about them, or at least required to do a perception check in order to get that information. Lets say that everything from the forest has a purple hue to it, so when we roll our check on things to look for in the room, we say "I look around the room for things that are purple-ish in color." And we are given the man with strangely purple soup, the woman with the faintly purple bow and the girl with the lovely purple flowers and perhaps we throw in some red herrings of people with purple items that are unrelated to the forest, a woman with a beautiful purple broach and a man in rich purple robes. Now we have a reason to talk to these people and perhaps in talking to them we find out that their object are, or are not made from materials from the forest. Frankly, as the puzzle is presented at least in the OP, it's terrible. It's a riddle with no hits, a puzzle where all the pieces are square. So it's no wonder that people would want to skip straight to the interesting part because there is absolutely no hook to make people interested in the less than-obvious. [/QUOTE]
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