Elder-Basilisk
First Post
Back to the original point, one of the best series of puzzles I've seen recently was in a Living Greyhawk module. The puzzles/traps were a part of a test for the students of a particular martial art and that context both made them make sense and made their solutions appropriate (though not necessarily obvious or even achievable by every party (though parties could try brute force approaches and generally did so)).
And I think that indicates the appropriate way to deal with puzzles/traps/etc. Take their solutions from the context of the world and the immediate adventure. If the magic door asks "what is the essence of wisdom?" it's not asking "what does the DM think wisdom is?" or even "what is really the essence of wisdom?" Instead, it's asking "what did the people who built this door think was the essence of wisdom?" and "do we participate in the ritual answer as though we were acolytes of the ancient demon cult?"
And I think that indicates the appropriate way to deal with puzzles/traps/etc. Take their solutions from the context of the world and the immediate adventure. If the magic door asks "what is the essence of wisdom?" it's not asking "what does the DM think wisdom is?" or even "what is really the essence of wisdom?" Instead, it's asking "what did the people who built this door think was the essence of wisdom?" and "do we participate in the ritual answer as though we were acolytes of the ancient demon cult?"
molonel said:Puzzles require rules, and a reason to exist. Arbitrarily placing a room where you have to move furniture to open a door with nothing more than "hints" is a recipe for players giving you the middle finger.
Others have already said it better than myself. I call this sort of gaming the "Stop hitting yourself!" style of play. It's fun once in a while, but not something I'm going to drag myself out of be on a Saturday morning to play.