Pielorinho said:Moderator's Notes: Folks, keep an even keel, and do not engage in personal attacks.
Daniel
Thank you Pielorinho. I would particularly appeal to all posters to cease the hatred towards my former DM. He really is a good guy. Thanks!
Pielorinho said:Moderator's Notes: Folks, keep an even keel, and do not engage in personal attacks.
Daniel
Wait - that demon - what was his shoe size?Roman said:I gave you absolutely every last bit of info our group was given that I think could be even remotely related to the puzzle (and more, because the DM gave me clues after the camapign ended and I posted them here). What you seem to be asking for if I understand correctly is me writing out the whole campaign in complete detail - something I cannot do not only due to time constraints, but also because I cannot possibly remember a year's worth of weekly gaming in sufficient detail to do that.
Roman said:I gave you absolutely every last bit of info our group was given that I think could be even remotely related to the puzzle (and more, because the DM gave me clues after the camapign ended and I posted them here). What you seem to be asking for if I understand correctly is me writing out the whole campaign in complete detail - something I cannot do not only due to time constraints, but also because I cannot possibly remember a year's worth of weekly gaming in sufficient detail to do that.
Roman said:I do not know the answer but surely the new clues that can be found in one of my previous posts indicate that it is likely to be an internal pattern in the puzzle.
Roman said:No, I am not a troll and my DM is not an idiot... sigh.
I think it comes down to why your players play the game. I play a great RPG at gencon called Nascrag and the game is primarily puzzles. There is a saying in NASCRAG, if you are in combat then you did something wrong." I do my puzzles they way they do theirs as well as the wya the people in True Dungeons (another gencon only thing) . I let them take a shot at the puzzle, and as time is winding down I begin to provide hints. It is just, in my game, the hints are based on knowledge or intelligence rolls. It just seems wierd to me that as a dm i tell my players that they can't metagame or use player knowledge for their characters, then when a puzzle comes up, I completely disregaurd their character and put the focus soley on the intelligence of the player. I have some players who love puzzles and some whom see them as huge obstacles. I try to cater to both by giving enough time for reasoning and then using the characters' previous knowledge to drop clues. I think its our job as dms when dealing with puzzles is first (determine how the player's in your game feel about puzzles) and attempt to blend blend the reasoning of the player without disregaruding the character created.A'koss said:Then I'm even more certain now that it is a 5x5 grid, border reflection puzzle with a couple of errors in the original design. If not, and it's some "Game of life" puzzle or something equally esoteric I would be mightily inclined to lynch the DM.![]()
I don't agree with this entirely. I think it is more than fair, hell - even a desirable thing, to challenge the player directly in the game. Pure knowledge (facts) can best be handled by Intelligence and Knowledge skills but reasoning ability should be entirely in the player's hands. Otherwise the metagame fallout could be ugly - "I use my intelligence to find a way out of X predicament."
A'koss.
Roman said:Everyone, including the DM, agreed that a way back was basically impossible. As you can see, though, it was our decision to come here, so please stop the hate against my DM.
T. Foster said:Roman, does your DM typically give you any sort of feedback at the end of adventures/sessions -- telling you what things he thought you did well, what things he thought you did poorly, things he thought you'd do that you didn't or thought you wouldn't do that you did? Did he give any hints that he would have hoped or expected that your party would've done anything differently in this adventure except for solving that final puzzle? Does he typically include many red-herrings, false clues, and other distractions and time/resource-wasters in his dungeons? If in fact this campaign-ending puzzle was actually a red herring of some sort do you think he would've let on in some way? Perhaps you weren't actually supposed to 'solve' this puzzle at all and were actually supposed to do something completely different? That would be a very devious (I daresay downright Gygaxian) trick -- confront the players with an unsolvable (except by luck) puzzle, and watch them sweat over it, waste all kinds of time and resources trying to solve it, and eventually die of frustration (literally), when in fact they were never expected to actually solve it, and should've done something else entirely (likely something very simple that in hindsight/retrospect would be completely obvious)...
T. Foster said:This sort of 'player-centric' challenge-based orientation may not be your prefered method of play -- you may prefer that DMs not use puzzles at all, or allow Int checks to solve them, or give out the answer if no one can solve it in x amount of time -- but just because you don't like to play that way doesn't mean it's illegitimate for those of us that do. I know that as a player I prefer situations where I'm expected to stand or fall on the basis of my own abilities and can't rely on the DM to fudge results in my favor if I'm not up to the challenge, because in such situations the stakes (the life of the character) are real. Without the possibility of loss, victory is meaningless, and nothing makes me lose interest in a game faster than realizing that the DM is fudging results and giving the players a free ride, usually for the sake of some predetermined linear 'story arc' about which I couldn't care less. YMMV.