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I need a good riddle, and how do you handle initiative with large groups?
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<blockquote data-quote="Darkness" data-source="post: 1982073" data-attributes="member: 13"><p>It's a logic problem; it's not supposed to make sense. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>Heh. If you go beyond the guidelines (by letting the pirates cut deals out of turn, say), many solutions become possible. Real pirates would certainly act more like you suggest but, just like with D&D rules, flavor text mustn't be considered in the solution or the point of the riddle is missed.</p><p></p><p>Of course, if you can force the issue, like Alexander with the Gordian Knot, you certainly can go beyond the parameters. Likewise if the riddle-giver is exceedingly lawful or otherwise bound by his word and can be tricked into accepting a solution that meets the letter, but not the spirit, of the rules.</p><p>Otherwise, you'll have to find a solution within the established parameters if you want your answer to be accepted by the riddle-giver, though.</p><p></p><p>Enabling the players to win through guile is a good idea, IMO, as riddles that have only one solution make it possible that the PCs get stuck.</p><p>I personally hardly ever use single-solution riddles as "gates" to important plot points because of that. Sure, I could make the riddle ridiculously easy but that's only cool every once in a while, not if <em>every</em> riddle is that easy.</p><p>Still, I sometimes use riddles that reward the PCs (with additional clues, treasure, or other useful things) if they solve them but aren't <em>required</em> to proceed in the plot.</p></blockquote><p></p>
[QUOTE="Darkness, post: 1982073, member: 13"] It's a logic problem; it's not supposed to make sense. ;) Heh. If you go beyond the guidelines (by letting the pirates cut deals out of turn, say), many solutions become possible. Real pirates would certainly act more like you suggest but, just like with D&D rules, flavor text mustn't be considered in the solution or the point of the riddle is missed. Of course, if you can force the issue, like Alexander with the Gordian Knot, you certainly can go beyond the parameters. Likewise if the riddle-giver is exceedingly lawful or otherwise bound by his word and can be tricked into accepting a solution that meets the letter, but not the spirit, of the rules. Otherwise, you'll have to find a solution within the established parameters if you want your answer to be accepted by the riddle-giver, though. Enabling the players to win through guile is a good idea, IMO, as riddles that have only one solution make it possible that the PCs get stuck. I personally hardly ever use single-solution riddles as "gates" to important plot points because of that. Sure, I could make the riddle ridiculously easy but that's only cool every once in a while, not if [i]every[/i] riddle is that easy. Still, I sometimes use riddles that reward the PCs (with additional clues, treasure, or other useful things) if they solve them but aren't [i]required[/i] to proceed in the plot. [/QUOTE]
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I need a good riddle, and how do you handle initiative with large groups?
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