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General Tabletop Discussion
*TTRPGs General
Are your campaigns mysteries, or puzzles?
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<blockquote data-quote="kigmatzomat" data-source="post: 3277631" data-attributes="member: 9254"><p>I definitely run a mystery campaign, as defined in this example. And I'm fine with the terms as long as I think of a "puzzle" in terms of "jigsaw", meaning it's just a matter of putting the pieces together. Mysteries, on the other hand, are more like a huge box of tinkertoys, where there are multiple results. </p><p></p><p>Puzzles happen, especially as a result of the players deciding to interpret a mystery a particular way, creating artificial restraints, or seeking to produce a specific result. </p><p></p><p>I avoid designing puzzles into my games since I hate riddles, levers, and other such claptrap and as a player am known for getting around them with rope and/or explosives, essentially by redefining a puzzle into a mystery. However I know people who <em>need</em> puzzles to solve, panicking at the open-endedness of mysteries, so it's no sweat off my nose if they choose to approach things that way.</p><p></p><p>There is no right/wrong but there sure as heck is good fit/bad fit. Players can turn mysteries into puzzles by adding constraints or puzzles into mysteries by changing the implied constraints with a decent GM of either ilk. However a DM who can't stand to see their puzzles redefined or their mysteries constrained will either go crazy or drive the players nuts.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 3277631, member: 9254"] I definitely run a mystery campaign, as defined in this example. And I'm fine with the terms as long as I think of a "puzzle" in terms of "jigsaw", meaning it's just a matter of putting the pieces together. Mysteries, on the other hand, are more like a huge box of tinkertoys, where there are multiple results. Puzzles happen, especially as a result of the players deciding to interpret a mystery a particular way, creating artificial restraints, or seeking to produce a specific result. I avoid designing puzzles into my games since I hate riddles, levers, and other such claptrap and as a player am known for getting around them with rope and/or explosives, essentially by redefining a puzzle into a mystery. However I know people who [i]need[/i] puzzles to solve, panicking at the open-endedness of mysteries, so it's no sweat off my nose if they choose to approach things that way. There is no right/wrong but there sure as heck is good fit/bad fit. Players can turn mysteries into puzzles by adding constraints or puzzles into mysteries by changing the implied constraints with a decent GM of either ilk. However a DM who can't stand to see their puzzles redefined or their mysteries constrained will either go crazy or drive the players nuts. [/QUOTE]
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