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<blockquote data-quote="Meds" data-source="post: 376624" data-attributes="member: 3402"><p><strong>Eel filth she non king</strong></p><p></p><p>I like the overall puzzle structure: very smart and just difficult enough to be challenging.</p><p></p><p>The anagrams themselves are very tough though. Unless your players are <strong>very</strong> familiar with the solution phrases, 'Region of Dreams', 'Eye of the Dreamheart' etc. then I think that the anagrams are too long to be solvable, even with those clever limitations you give to the number of words they're looking for.</p><p></p><p>E.g. "Flesh Knight Leonine" has literally <strong>thousands</strong> of 4 (or 5?) word anagrams. "Eel filth she non king" is one - most are meaningless like this, but the players would stumble over a lot like this before they found the real solution. There are online anagram generators available if you want to check out the bewildering number of solutions:</p><p><a href="http://dmoz.org/Recreation/Humor/Wordplay/Anagrams/Generators/" target="_blank">http://dmoz.org/Recreation/Humor/Wordplay/Anagrams/Generators/</a></p><p></p><p>I vaguely remember an old TSR module (IM1? IM2? IM3?) that also had many-letter anagrams like these, but gave little context. As such, they were difficult to solve by the players, but could be solved by the PCs (via Intelligence checks or similar).</p><p></p><p>Like I said, if your players are familiar with the solution phrases then it's a great puzzle as is. E.g. the first anagram is fine, because the solver is already familiar with the target phrase "World Serpent Inn".</p><p></p><p>Otherwise, maybe you could add some other clues, e.g. a map with some of the locations/creatures marked (plus a whole host of red herrings).</p><p></p><p>Thanks for an entertaining puzzle.</p></blockquote><p></p>
[QUOTE="Meds, post: 376624, member: 3402"] [b]Eel filth she non king[/b] I like the overall puzzle structure: very smart and just difficult enough to be challenging. The anagrams themselves are very tough though. Unless your players are [B]very[/B] familiar with the solution phrases, 'Region of Dreams', 'Eye of the Dreamheart' etc. then I think that the anagrams are too long to be solvable, even with those clever limitations you give to the number of words they're looking for. E.g. "Flesh Knight Leonine" has literally [B]thousands[/B] of 4 (or 5?) word anagrams. "Eel filth she non king" is one - most are meaningless like this, but the players would stumble over a lot like this before they found the real solution. There are online anagram generators available if you want to check out the bewildering number of solutions: [url]http://dmoz.org/Recreation/Humor/Wordplay/Anagrams/Generators/[/url] I vaguely remember an old TSR module (IM1? IM2? IM3?) that also had many-letter anagrams like these, but gave little context. As such, they were difficult to solve by the players, but could be solved by the PCs (via Intelligence checks or similar). Like I said, if your players are familiar with the solution phrases then it's a great puzzle as is. E.g. the first anagram is fine, because the solver is already familiar with the target phrase "World Serpent Inn". Otherwise, maybe you could add some other clues, e.g. a map with some of the locations/creatures marked (plus a whole host of red herrings). Thanks for an entertaining puzzle. [/QUOTE]
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