Ry
Explorer
Hi again; if it seems like I'm posting often enough for four campaigns... it's because I'm running four campaigns (all solo e-mail things, same setting, different modules).
Just wondering if anyone knows of a good module that really picks the players' brains. I've got one player who's really looking for something more cerebral than the indiana-jones stuff we do when the whole group is together. I'm thinking something either in the conspiracy end of things, or the Myst/puzzle end would be fantastic, but I've only recently started using modules in a big way (I realized I can't develop as fast as I can read).
But I'm not picky - the details of any module you know (for any system) that makes the protagonists really have to stop and think, would be appreciated, even if it's just "Man, my old DM is a maniacal puzzle-genius, here's his website with the details of the pain he put us through."
Just wondering if anyone knows of a good module that really picks the players' brains. I've got one player who's really looking for something more cerebral than the indiana-jones stuff we do when the whole group is together. I'm thinking something either in the conspiracy end of things, or the Myst/puzzle end would be fantastic, but I've only recently started using modules in a big way (I realized I can't develop as fast as I can read).
But I'm not picky - the details of any module you know (for any system) that makes the protagonists really have to stop and think, would be appreciated, even if it's just "Man, my old DM is a maniacal puzzle-genius, here's his website with the details of the pain he put us through."