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Piratecat's dungeon design: fun with tesseracts!
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<blockquote data-quote="Sialia" data-source="post: 1398548" data-attributes="member: 1025"><p>Ahh yes. My first thought when I saw Piratecat's post was "AAAAAaaaah! So that's where that really awful dungeon from that old college campaign came from. "</p><p> </p><p>The GM in that case felt that the puzzle solving was interesting enough that there shouldn't be anything else around to distract us from it, and we should be left to work on it until we solved it, forever if need be. </p><p> </p><p>It was AWFUL. </p><p> </p><p>We were bored out of our minds--we never did find our way out and gave up on the campaign altogether rather than mess with the wretched thing anymore. There are rare times when you would actually rather abandon your characters than spend any more real time experiencing being them. Bored frustrated characters = bored frustrated players with better things to do with their lives.</p><p> </p><p>Not one of us was close to understanding what the thing was, and now that I see it, I still have no idea how playing "guess what shape the GM is thinking of" would have helped us. He insisted that the solution to the trap was geometrical, but I still don't see how there is a "solution" inherent to the trap that doesn't still boil down to "find the right doohickey to frob," which is what we were stumbling around trying to do anyway.</p><p> </p><p>I can't begin to describe how awful an experience this was.</p><p>A bad taste left in my mouth that over a decade of decent gaming have not washed away.</p></blockquote><p></p>
[QUOTE="Sialia, post: 1398548, member: 1025"] Ahh yes. My first thought when I saw Piratecat's post was "AAAAAaaaah! So that's where that really awful dungeon from that old college campaign came from. " The GM in that case felt that the puzzle solving was interesting enough that there shouldn't be anything else around to distract us from it, and we should be left to work on it until we solved it, forever if need be. It was AWFUL. We were bored out of our minds--we never did find our way out and gave up on the campaign altogether rather than mess with the wretched thing anymore. There are rare times when you would actually rather abandon your characters than spend any more real time experiencing being them. Bored frustrated characters = bored frustrated players with better things to do with their lives. Not one of us was close to understanding what the thing was, and now that I see it, I still have no idea how playing "guess what shape the GM is thinking of" would have helped us. He insisted that the solution to the trap was geometrical, but I still don't see how there is a "solution" inherent to the trap that doesn't still boil down to "find the right doohickey to frob," which is what we were stumbling around trying to do anyway. I can't begin to describe how awful an experience this was. A bad taste left in my mouth that over a decade of decent gaming have not washed away. [/QUOTE]
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Piratecat's dungeon design: fun with tesseracts!
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