A killer puzzle that makes me want to pull my hair out.

Yet another answer:

Bring up a glass bowl with three minnows in it. Stare at the wizard, waggle your eyebrows suggestively, and say, "Three."

Then pull out another bowl, with two very hungry salmon in it. "Two more," you say, and dump them into the bowl with the minnows. "Well, would you look at that? Now we have fewer!"

Daniel
 

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Sorry to leave everyone hanging, I didn't even notice that I did that... the correct answer was "Few".

that is "Few".

The wizard wanted an indefinite number of fish greater than one but less than a significant statistic.

I could have shot the DM then and there.

I think the GM was out of story ideas for that day, and was just trying to buy time when we encountered Eliminster... it was a VERY bad campaign (The GM was all combat, no RP, and he kept changing what little story there was...) he had dumped three other riddles on us before the "in letters only three" one.
 

Agback said:
Sadly, when people kidnap you in your sleep to put you into an idiotic death-trap, they usually search your socks for explosives.

Silly Agback! That's what the land-mines, motion detector bombs, and trip-wire grenades around my sleeping quarters are for, not to mention the deadman's pressure-plate i sleep on with attached "Bouncing Betty" shaped charges and fragmentation rounds. Oh, and the stern warning to all other players not to, under any circumstances EVER enter my sleeping area. (EVER).

/WoD is so vague in it's wealth system, it's just RIPE for abuse at the five-point level.
 

Greetings...

Well, avoiding the whole 'Puzzles and Riddles aren't In-Character' arguement. ( I love them and think they should be in RPGs... so... Nah! :p )

But I think that this puzzle was needlessly complex, which made it complicated.

6 Doors, Clocks, Letter Tiles, 2 Books...
All very disjointed if you ask me.

The 'clue' to solve the Chapter:Verse/Hour:Minute I don't think really allowed you to think about a connection between the two. I would have said something a little more telling... I would have given hints like: "Well, you do notice a correlation between hours:minutes and chapter:verse in these two books." when you were using your in-character skills to get hints...

Now, the clue: "The answer is in the books you have" is good enough. However, instead of saying "You have everything you need to solve the problem." I would have the player think more about the four words/themes and how they relate to these books.

Not to mention, I would have questioned the player as to what he/his character was thinking when he'd make guesses like 'Justice' correlates to the Ten Commandments, and setting a clock to 10:00.

I think this is more the job of the GM to steer the players to finding the solution to the puzzles/riddles that are given, putting them on the right track for their train of thought.
 

Obviously the answer to the puzzle is clear:

Take the Bible and Book of Mormon and beat the crap out of your storyteller. This involves WRATH, takes PATIENCE to do it right, involves a lot of poetic JUSTICE and gives the players HOPE.

End of puzzle. ;)

I like puzzles in game, generally, but they've got to be fun and there's got to be another way out of the situation.

Einan
 

Agent Oracle said:
Sorry to leave everyone hanging, I didn't even notice that I did that... the correct answer was "Few".

that is "Few".
Hmmph. Of all my guesses, this is the one I liked least. I think "NO COD!" would have been much better.

Daniel
 

Agent Oracle said:
the correct answer was "Few".


Not surprisingly, a homonym for the onomatopoeic release most often expulsively uttered by those not having to solve that conundrum on pain of death . . .



"PHEW!"


:D
 

ThatGuyThere said:
1) Much better to have handed over a prop bible and a prop book of mormon. And they better have had an index in them. Describing books would make the "trap" much more difficult. On that point, I agree.
She did, I never said otherwise. Sorry for the miscommunication. She handed me a Bible and Book of Mormon when they popped out. The Bible was a huge deluxe edition with just about every feature you could imagine: maps of historic locations, conversion tables of historic measurements, many pages of translators notes, an index and concordance, blank family geneological tables, and several hundred pages of things other than the actual canonical texts.

The original poster, as several others have pointed out, simply kept counting things in the hope that something counted up to a convenient number. That would have made for a lousy puzzle, even if it had worked; and his solutions had little to do with the clues at hand. And from the clue, "The solution is in one of those two books", he took the suggestion, "Count more things". I'm suprised the DM didn't respond with frustration herself. Once the poster came up with a reasonably good idea - maybe looking up a relevant passage, and including it, or looking up a passage about offering himself up to God, and entering it's chapter:verse into the "clock" - she could have said, "You hear a grinding noise, as the doors start to open...". She just wasn't willing to accept the lackluster, "Didn't work? Then I count something else..."
Did you actually read my post? I tried praying at the "Hope" door, kicking down "Wrath", confessing sins in front of "Justice" and sitting and waiting in front of "patience". I tried using the books as physical keys looking for pressure plates or slots, I tried searching the books for notes placed in there or hidden keys in the books. I tried entering appropriate symbolic numbers like "10" for ten commandments in the "Justice" door, but since every wrong number put my character closer to death, and a third wrong answer would spell death, as well as running out of time, it makes you skittish about trying new answers. Pardon me for thinking that a puzzle where the solution would involve numbers might be mathematical in origin somehow. I thought the puzzle might make sense, not be an arbitrary and disjointed thing, which it was.

I'm willing to agree that it wasn't a simple puzzle. I'm willing to agree that it was, in fact, quite difficult. I'd never have gotten it. But you wanted to play Intelligence 5, Academics (Religion) 4; your character is One Smart Cookie (and possibly one of the leading religious scholars worldwide). And his solution to a religiously themed puzzle was not to draw upon his own (presumably vast) knowledge of religious iconography or lore; wasn't to consider the usage of the words Wrath, Hope, Patience, etc, in the context of Judeo-Christian theology, and wasn't even to really take a look at the situation of the puzzle.
Intelligence 4, Academics (Religion) 4 actually, and it really didn't matter, since my character's stats were irrellevant to solving the puzzle since I, the player had to solve it, and all rolling did was get "hints" which was having the basic facts of the puzzle restated to me and being told I'm overlooking something (duh).

It was to count things. And when that didn't work, to count some different things, in the hope that might work, instead.
No, I didn't, please read the original post. I tried many other things, but it was clear that the only thing that even produced any response at all was entering a number into the clocks, which, silly me, made me think that a number as an answer might mean a numerical solution to the puzzle.
 

THe more I read of what you say, the more I realize that puzzles with penalties for failure are so not fun.

One game I played in had as one of its many (fun) puzzles a sort of maze, for example. The goal was clear: use certain techniques to get from the start to the finish.

The puzzle could have punished us for any failed attempt; it would have been easy to build this into the design. There were tons of false starts before we finally figured out the correct path through the maze.

But if we'd been punished for failure, then we would have been a lot more hesitant about experimenting with paths through the maze. What's fun in an RPG is to do things, so the more your puzzle can have a built-in mechanism for encouraging action (even if it's just experimentation), the better.

Another well-known adventure has a riddle where, if you solve it incorrectly, you're attacked by a single weak construct. There's a row of about two dozen or so constructs, obviously lined up. After my party of adventurers solved the riddle incorrectly twice, they changed the puzzle: instead, the puzzle became finding a way to neutralize the constructs. They figured out a hilariously inventive technique for doing so, involving ramps, slippery slopes, and the limited tactical sense of a construct, and the punishment instead became an occasion for PC victory, as they answered the riddle incorrectly over and over until the threat was neutralized. It was great fun.

So: don't have a punishment for wrong answers, or if there is a punishment for wrong answers, allow PCs to come up with a creative solution to obviate the punishment.

Daniel
 

Einan said:
Obviously the answer to the puzzle is clear:

Take the Bible and Book of Mormon and beat the crap out of your storyteller. This involves WRATH, takes PATIENCE to do it right, involves a lot of poetic JUSTICE and gives the players HOPE.

That’s just... So very, very beautiful.
 

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