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Defeated by puzzle - campaign over
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<blockquote data-quote="TheAuldGrump" data-source="post: 2226037" data-attributes="member: 6957"><p>Ayuh, especially when it is a subject that the DM is fond of. A DM who likes, oh let us say cryptography (not a random choice I fear), can make a cipher that he thinks is moderately hard, but for folks who have not read books and taken classes on codes and codebreaking they will be impossible. I make it a point to test out ciphers before using them in game for this very reason. I <em>don't</em> want to make an unsolvable puzzle. I know about shifting key ciphers, but there is no reason to expect my players to.</p><p></p><p>I have seen GMs who ran science fiction games with the belief that all the players would know how to use a computer... and then got upset when the players left his game, even the ones who could program a computer. They wanted to play a game, not write a routine to get through corporate security.</p><p></p><p>I can read Middle English, but using a phrase in Middle English might be as useless in the game as using Swahili, if the <em>players</em> don't have the information then the inscription is useless. (No, I can not read Swahili...)</p><p></p><p>DMs can be too clever for the good of the game. (Though I have my doubts in this instance... The DM's resistance to giving the answer to the players after the game just seems off.)</p><p></p><p>In those cases a die roll may be the only way to get out of the corner that the DM has painted himself into.</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 2226037, member: 6957"] Ayuh, especially when it is a subject that the DM is fond of. A DM who likes, oh let us say cryptography (not a random choice I fear), can make a cipher that he thinks is moderately hard, but for folks who have not read books and taken classes on codes and codebreaking they will be impossible. I make it a point to test out ciphers before using them in game for this very reason. I [i]don't[/i] want to make an unsolvable puzzle. I know about shifting key ciphers, but there is no reason to expect my players to. I have seen GMs who ran science fiction games with the belief that all the players would know how to use a computer... and then got upset when the players left his game, even the ones who could program a computer. They wanted to play a game, not write a routine to get through corporate security. I can read Middle English, but using a phrase in Middle English might be as useless in the game as using Swahili, if the [i]players[/i] don't have the information then the inscription is useless. (No, I can not read Swahili...) DMs can be too clever for the good of the game. (Though I have my doubts in this instance... The DM's resistance to giving the answer to the players after the game just seems off.) In those cases a die roll may be the only way to get out of the corner that the DM has painted himself into. The Auld Grump [/QUOTE]
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