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Are your campaigns mysteries, or puzzles?
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<blockquote data-quote="I'm A Banana" data-source="post: 3276130" data-attributes="member: 2067"><p>So, why are they exploring these places? Is it because those places offer them a solution to a problem? Or because those places might achieve some end they've chosen for themselves?</p><p></p><p>Or maybe, when they're exploring those places, do they need to seek out specific places so they know how to delve deeper? Or is delving deeper more an issue of figuring out where they are and choosing the best path? </p><p></p><p></p><p></p><p>So, when you develop the conflicts for these stories, are the antagonists there to be discovered via a direct process, or are they there to more oppose and foil the PC's, to give them something to consider and move ahead with themselves?</p><p></p><p>I think it's interesting to note that one of the corallaries is "Puzzles often come to satisfying conclusions; mysteries don't." Mysteries leave a lot of threads laying loose: "what if we did this instead? What if this other villain was really behind it? Who truly told us about the plot?" Puzzles can be stacked to be pretty complicated mazes, though, and exploring what wind up to be dead ends are still fun -- each turn, left or right, has an answer that will lead you closer or farther away from your goal, but there are turns within turns and twisted passages and the like. There's only one end (mysteries could have several different ends), but getting there is half the battle.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3276130, member: 2067"] So, why are they exploring these places? Is it because those places offer them a solution to a problem? Or because those places might achieve some end they've chosen for themselves? Or maybe, when they're exploring those places, do they need to seek out specific places so they know how to delve deeper? Or is delving deeper more an issue of figuring out where they are and choosing the best path? So, when you develop the conflicts for these stories, are the antagonists there to be discovered via a direct process, or are they there to more oppose and foil the PC's, to give them something to consider and move ahead with themselves? I think it's interesting to note that one of the corallaries is "Puzzles often come to satisfying conclusions; mysteries don't." Mysteries leave a lot of threads laying loose: "what if we did this instead? What if this other villain was really behind it? Who truly told us about the plot?" Puzzles can be stacked to be pretty complicated mazes, though, and exploring what wind up to be dead ends are still fun -- each turn, left or right, has an answer that will lead you closer or farther away from your goal, but there are turns within turns and twisted passages and the like. There's only one end (mysteries could have several different ends), but getting there is half the battle. [/QUOTE]
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