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<blockquote data-quote="kitsune9" data-source="post: 5527561" data-attributes="member: 18507"><p>Hey Argh,</p><p></p><p>I like using puzzles from time to time myself. I designed one puzzle that used a Fibonacci sequence and had the players figure out the next number in the series, but they had to go look for it in a chamber that had a whole bunch of other numbers.</p><p></p><p>I did a puzzle where the players got a hand out of 3 x 3 panel of buttons that had pictures. However, the pictures were a red herring because throughout the dungeon were clues of the correct order in which to push those buttons. Part of the process of solving the puzzle was to use logic and figure out the rest of the numbers in the 3 x 3 panel in order to determine the correct sequence.</p><p></p><p>I wrote up an encounter in which the players become trapped in a chamber and cannot escape. They find a set of seven key holes with a red key in one of them and some other colored keys scattered about the chamber. They will also find a skeleton with a journal and some other scraps that will provide a logic puzzle in order to figure out the correct order the keys need to be inserted in order to get out of the chamber.</p><p></p><p>I design my puzzles to be fairly simple because I have one player who absolutely hates puzzles and refuses to participate in the game with them, a couple of other players who are like me, not real puzzle solvers, and one player who would just hog the handouts and try to work the puzzle himself for the next hour or so. I don't want the players to get bored or pissed so I come up with stuff for them to solve in about five minutes. I also design it for the non-gamer to solve so I get my wife to see if she can solve it from reading them. Depending upon her time will determine how simple or hard the puzzle should be.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5527561, member: 18507"] Hey Argh, I like using puzzles from time to time myself. I designed one puzzle that used a Fibonacci sequence and had the players figure out the next number in the series, but they had to go look for it in a chamber that had a whole bunch of other numbers. I did a puzzle where the players got a hand out of 3 x 3 panel of buttons that had pictures. However, the pictures were a red herring because throughout the dungeon were clues of the correct order in which to push those buttons. Part of the process of solving the puzzle was to use logic and figure out the rest of the numbers in the 3 x 3 panel in order to determine the correct sequence. I wrote up an encounter in which the players become trapped in a chamber and cannot escape. They find a set of seven key holes with a red key in one of them and some other colored keys scattered about the chamber. They will also find a skeleton with a journal and some other scraps that will provide a logic puzzle in order to figure out the correct order the keys need to be inserted in order to get out of the chamber. I design my puzzles to be fairly simple because I have one player who absolutely hates puzzles and refuses to participate in the game with them, a couple of other players who are like me, not real puzzle solvers, and one player who would just hog the handouts and try to work the puzzle himself for the next hour or so. I don't want the players to get bored or pissed so I come up with stuff for them to solve in about five minutes. I also design it for the non-gamer to solve so I get my wife to see if she can solve it from reading them. Depending upon her time will determine how simple or hard the puzzle should be. [/QUOTE]
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