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Smart vs. Intelligence and Combatless Roleplaying Sessions
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<blockquote data-quote="DamionW" data-source="post: 2697746" data-attributes="member: 18649"><p>I see where you're going, but my question to you is, what happens if they DO turn around and go home? Does this stop their character or the plot's development because the secret needed to further the action in the story or in the character's lives is beyond that puzzle? Then relying on the player's minds to piece together the clues is problematic if the players don't want to. Because if the character do turn around and go home and start up a bakery because they just happen to not have a player smart enough to work out the clues is different than them retreating from a combat they are outmatched in. The plot can move forward even in a combat defeat. If the plot can't move forward without the keystone puzzle, that is forcing the player's actions (piecing together clues) to dictate the characters progression (bypassing the puzzle). Like I said, I'm personally not against a good puzzle. But if I was stuck at one with four other players that couldn't get it and the DM kept insisting the situation required a solution or no further plot development, I'd be discouraged from gaming with that DM.</p></blockquote><p></p>
[QUOTE="DamionW, post: 2697746, member: 18649"] I see where you're going, but my question to you is, what happens if they DO turn around and go home? Does this stop their character or the plot's development because the secret needed to further the action in the story or in the character's lives is beyond that puzzle? Then relying on the player's minds to piece together the clues is problematic if the players don't want to. Because if the character do turn around and go home and start up a bakery because they just happen to not have a player smart enough to work out the clues is different than them retreating from a combat they are outmatched in. The plot can move forward even in a combat defeat. If the plot can't move forward without the keystone puzzle, that is forcing the player's actions (piecing together clues) to dictate the characters progression (bypassing the puzzle). Like I said, I'm personally not against a good puzzle. But if I was stuck at one with four other players that couldn't get it and the DM kept insisting the situation required a solution or no further plot development, I'd be discouraged from gaming with that DM. [/QUOTE]
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