Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
GM fiat - an illustration
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 9624298" data-attributes="member: 6790260"><p>To arrive at the correct conclusion, through examining the evidence, identifying what is valid and accurate, and then applying a mixture of deductive, inductive, and abductive reasoning, filtering out who could or could not have committed the crime. If they successfully solve it, then that mixture of those reasoning methods will point them to the person who "really did" do the thing.</p><p></p><p>At least for me, to "actually solve [a mystery]", there needs to be an answer independent of any desires, preferences, or creations of the people doing the solving. A riddle without an answer isn't a riddle, it's a rhetorical question that someone might take as non-rhetorical. If a "puzzle" lacks a singular solution, it isn't really a <em>puzzle</em> anymore, and is instead a toy (or possibly a game). At the center of every mystery is exactly that, a puzzle we must pursue by putting the pieces together. To have a mystery continuously shaped by player declarations, <em>even if those declarations follow rules</em>, would be like having a jigsaw puzzle where the pieces don't actually fit into a pattern until we <em>decide</em> they fit into a pattern, and then all of a sudden that was the pattern that was "always" there.</p><p></p><p>It is very important, here, that the conclusion is <em>and always was</em> correct. To have a final result that did not have any correct answer until <em>after we declared it</em> is a serious problem for "actually solv[ing]" it. Whether it was declared collaboratively or not is irrelevant; a Borromean linkage is still a linkage even if no two rings are linked to each other.</p><p></p><p>Also, I'm not actually saying it has to be foreknown. In a Clue game, nobody knows who the real killer is, <em>but there is in fact a real killer</em>. It isn't decided by anyone (it's done with cards put into sleeves, at least in the versions I played as a child), but it is in fact something specific: a specific weapon, a specific room, a specific killer. The players can acquire evidence, mostly in the negative (observing what cards it <em>couldn't</em> be, by finding them through play) in order to narrow down what it therefore <em>must</em> be. There is no possibility in this context that someone could--to quote the Cthulhu Dark rules--"think...it more interesting if you failed". There can be no sudden swerve from solving mystery A to solving mystery B and leaving mystery A as a dangling thread. (Because yes, I did actually read both the Cthulhu Dark rules and the linked play-summary thereof.)</p><p></p><p></p><p>The PCs examine the area, try to find as much evidence as they can, try to analyze that evidence as effectively as they can, and then, on the basis of their analysis (which may not be correct!), try to determine the correct answer to the mystery. Since there is a fact of the matter--here, Grant really was the killer all along, no matter what collaborations or contributions a person may have put in, regardless of the source e.g. dice-slinging or card-drawing or GM-authoring or <em>whatever</em>--the players can truly be right or wrong (or right about some things and wrong about others). So, for example, the players might correctly name Lewis Grant the killer (and presumably extract a confession from him in front of police, Poirot-style), without ever locating the murder weapon. Or they might fail, and name Sofia the killer because they missed the key and mud on his shoes, but correctly determined that Sofia had seen the body and failed to report it. Or they could just completely fail to solve it at all.</p><p></p><p>The "ideal" solve, the whole kit and caboodle, would be more or less as a typical mystery-novel solution works, where the detective lays out the chain of events, specifies the pieces of evidence which narrowed it down to that result and only that result, and conclusively demonstrates Grant's guilt before the police, ensuring that he is duly convicted in a court of law by a jury of his peers etc. etc. and all the innocent suspects go free.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9624298, member: 6790260"] To arrive at the correct conclusion, through examining the evidence, identifying what is valid and accurate, and then applying a mixture of deductive, inductive, and abductive reasoning, filtering out who could or could not have committed the crime. If they successfully solve it, then that mixture of those reasoning methods will point them to the person who "really did" do the thing. At least for me, to "actually solve [a mystery]", there needs to be an answer independent of any desires, preferences, or creations of the people doing the solving. A riddle without an answer isn't a riddle, it's a rhetorical question that someone might take as non-rhetorical. If a "puzzle" lacks a singular solution, it isn't really a [I]puzzle[/I] anymore, and is instead a toy (or possibly a game). At the center of every mystery is exactly that, a puzzle we must pursue by putting the pieces together. To have a mystery continuously shaped by player declarations, [I]even if those declarations follow rules[/I], would be like having a jigsaw puzzle where the pieces don't actually fit into a pattern until we [I]decide[/I] they fit into a pattern, and then all of a sudden that was the pattern that was "always" there. It is very important, here, that the conclusion is [I]and always was[/I] correct. To have a final result that did not have any correct answer until [I]after we declared it[/I] is a serious problem for "actually solv[ing]" it. Whether it was declared collaboratively or not is irrelevant; a Borromean linkage is still a linkage even if no two rings are linked to each other. Also, I'm not actually saying it has to be foreknown. In a Clue game, nobody knows who the real killer is, [I]but there is in fact a real killer[/I]. It isn't decided by anyone (it's done with cards put into sleeves, at least in the versions I played as a child), but it is in fact something specific: a specific weapon, a specific room, a specific killer. The players can acquire evidence, mostly in the negative (observing what cards it [I]couldn't[/I] be, by finding them through play) in order to narrow down what it therefore [I]must[/I] be. There is no possibility in this context that someone could--to quote the Cthulhu Dark rules--"think...it more interesting if you failed". There can be no sudden swerve from solving mystery A to solving mystery B and leaving mystery A as a dangling thread. (Because yes, I did actually read both the Cthulhu Dark rules and the linked play-summary thereof.) The PCs examine the area, try to find as much evidence as they can, try to analyze that evidence as effectively as they can, and then, on the basis of their analysis (which may not be correct!), try to determine the correct answer to the mystery. Since there is a fact of the matter--here, Grant really was the killer all along, no matter what collaborations or contributions a person may have put in, regardless of the source e.g. dice-slinging or card-drawing or GM-authoring or [I]whatever[/I]--the players can truly be right or wrong (or right about some things and wrong about others). So, for example, the players might correctly name Lewis Grant the killer (and presumably extract a confession from him in front of police, Poirot-style), without ever locating the murder weapon. Or they might fail, and name Sofia the killer because they missed the key and mud on his shoes, but correctly determined that Sofia had seen the body and failed to report it. Or they could just completely fail to solve it at all. The "ideal" solve, the whole kit and caboodle, would be more or less as a typical mystery-novel solution works, where the detective lays out the chain of events, specifies the pieces of evidence which narrowed it down to that result and only that result, and conclusively demonstrates Grant's guilt before the police, ensuring that he is duly convicted in a court of law by a jury of his peers etc. etc. and all the innocent suspects go free. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
GM fiat - an illustration
Top