slobster
Hero
Like this. On a really basic level, I don't get this mentality. It still sounds like a puzzle to me, rather than a story. I don't think in terms of giving players a challenge to solve, I think in terms of creating events and seeing what happens.
I don't actually object to your terminology here. Lots of my favorite encounters I've put in front of my PCs could, with reasonable accuracy, be termed puzzles. That the solutions to these puzzles involved a large degree of flipping out and killing people is just icing on ice cream cake.

This is another axis of play, with GMs who just put puzzle after puzzle in front of their players on one end, and GMs who build up a world and get some conflicts rolling before stepping back and adjudicating the entire thing on the other end.
I can tell you are somewhere in the middle there (as, realistically speaking, is everyone else). Your naga-summoning encounter, for instance, had some puzzle-play characteristics. Assaulting the summoned creature head-on was inadvisable, so a group of players confronting that situation would be strongly rewarded for figuring out how to assault the macguffin instead.
No argument here, just an observation.
