That isn't how puzzles work. A puzzle has a solution. That is what makes it a puzzle.So what happens when what the player says isn’t the solution that the GM has in mind? Is it failure or chance of success?
That isn't how puzzles work. A puzzle has a solution. That is what makes it a puzzle.So what happens when what the player says isn’t the solution that the GM has in mind? Is it failure or chance of success?
I am honestly not sure where the disconnect is, which means I am not communicating myself well. I'll try again.
When a player asks if they can do something or have something in the world, the GM says yes.
"Can I play a Earth human transported here through a portal?"
Yes.
"Can I be the secret heir of the Kingdom?"
Yes.
"Can my magic be completely unique to me and no one else has ever seen it before."
Yes.
"Can I play an Illrigger?"
Yes.
"Can I convince the guard to leave his post for a few minutes by suggesting the girl he likes wants to talk to him?"
Yes.
"Can I wedge the door shut with one of the bones from those skeletons we fought?"
Yes.
Like that.
That isn't how puzzles work. A puzzle has a solution. That is what makes it a puzzle.
So what happens when what the player says isn’t the solution that the GM has in mind? Is it failure or chance of success?
It’s a thought experiment. What do you think happens?
Why?Doesn’t matter what I think.
Why?
Why does it?
This seems like an overly negative framing.So the DM says no to the players puzzle solution - got it.