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hi guys!, question about puzzle encounters
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<blockquote data-quote="NCSUCodeMonkey" data-source="post: 2590455" data-attributes="member: 2047"><p>Excellent advice. I would add that you should always make puzzles simple and straightforward. For riddles, use common things such as light, shadow, gold, war, etc. as the answers. For puzzles, use common themes that are well understood, such as the months of the year or time. And always try to relate the puzzle/riddle back to the context of the adventure. I've used irrelevant or convulted puzzles in adventures before, and all it does is frustrate the PCs.</p><p></p><p>Another thing that works well is to present the PCs with a puzzle that has no set solution, but that is fun to play out. For example, I've had a game where the players had to put on a play for a sultan. They made up their own plot, setting, etc. There was no right answer, but they had a blast acting it out.</p><p></p><p>Hope that helps!</p><p></p><p>NCSUCodeMonkey</p></blockquote><p></p>
[QUOTE="NCSUCodeMonkey, post: 2590455, member: 2047"] Excellent advice. I would add that you should always make puzzles simple and straightforward. For riddles, use common things such as light, shadow, gold, war, etc. as the answers. For puzzles, use common themes that are well understood, such as the months of the year or time. And always try to relate the puzzle/riddle back to the context of the adventure. I've used irrelevant or convulted puzzles in adventures before, and all it does is frustrate the PCs. Another thing that works well is to present the PCs with a puzzle that has no set solution, but that is fun to play out. For example, I've had a game where the players had to put on a play for a sultan. They made up their own plot, setting, etc. There was no right answer, but they had a blast acting it out. Hope that helps! NCSUCodeMonkey [/QUOTE]
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hi guys!, question about puzzle encounters
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