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General Tabletop Discussion
*Pathfinder & Starfinder
Challenging the player rather than the character
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<blockquote data-quote="nnms" data-source="post: 5524608" data-attributes="member: 83293"><p>This is a perfect example of what I was talking about before. No "one way" that has to be followed to get to the objective.</p><p></p><p></p><p></p><p>Sounds like a fantastic encounter that drove things forward. It resulted in action rather than stopping play. You had a means of bypassing the puzzle and even getting it wrong created an exciting complication.</p><p></p><p>I am totally stealing your idea for my own game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>My game is tomorrow and after last weak, I'm feeling a bit of pressure to deliver like I did then. I think they're going to find it interesting.</p><p></p><p>My riddle hazards are also sources of information. Even after facing only two of them, the players are totally going to be seeking them out as successful answers are rewarded with information about the mythic underworld dungeon they are in. I've also flat out told the players that if they don't discover the information they need to discover before their other characters (in the same world but in another region) hit paragon, then the information won't be available when the campaign moves from the local to the global/planar level.</p></blockquote><p></p>
[QUOTE="nnms, post: 5524608, member: 83293"] This is a perfect example of what I was talking about before. No "one way" that has to be followed to get to the objective. Sounds like a fantastic encounter that drove things forward. It resulted in action rather than stopping play. You had a means of bypassing the puzzle and even getting it wrong created an exciting complication. I am totally stealing your idea for my own game ;) My game is tomorrow and after last weak, I'm feeling a bit of pressure to deliver like I did then. I think they're going to find it interesting. My riddle hazards are also sources of information. Even after facing only two of them, the players are totally going to be seeking them out as successful answers are rewarded with information about the mythic underworld dungeon they are in. I've also flat out told the players that if they don't discover the information they need to discover before their other characters (in the same world but in another region) hit paragon, then the information won't be available when the campaign moves from the local to the global/planar level. [/QUOTE]
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Challenging the player rather than the character
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