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So 5 Intelligence Huh
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<blockquote data-quote="Ovinomancer" data-source="post: 6844579" data-attributes="member: 16814"><p>Sure, which is why I added the caveat of how the player had been playing for some time. I, unlike you, don't often game with complete strangers in non-face-to-face situations.</p><p></p><p></p><p>What an interesting statement. Do you never have situations in which players make competing action declarations? Has it never happened in any of your games that one player (or players) declare that they are specifically preventing another character from performing an action or going somewhere? I suppose I can see that having never come up, but I don't know what's specifically awful about such situations.</p><p></p><p>Let's futher assume this is a player that is a complete stranger to me that I've never played with before, and I'm running an online game full of such people that I will likely not have a long campaign with. Further, let's also assume that I have given no hints in game as to the solution to this puzzle, nor is there any knowledge in possession of the player as to the nature or solution of the puzzle that has been presenting in the course of the game. In that case, I let them, and then make sure I change future puzzles in that game to require checks for successful solving.</p><p></p><p>In my home game, without those assumptions, and dealing with my players, I already have multi-layered puzzles that aren't as transparently obvious because I like my puzzles to challenge both players and characters, and not be such simplistic, Myst-like interactions. My puzzles are steeped in game lore, accessible through checks, which put them nicely behind INT thresholds to begin with. I don't just require that my players play stupid when they're stupid, although I do expect them to play to their characters, I also build complex challenges that take advantage of the game assets offered. The puzzle you present isn't tied to the game world (or, it's tied only in the sense that the game world uses the same days of the week that our world does, and so it's special to that world) and is presented as a puzzle to the players. Sure, you could probably let someone make an INT check to discover the correct solution, but good grief, man, that's just a straight up boring puzzle.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 6844579, member: 16814"] Sure, which is why I added the caveat of how the player had been playing for some time. I, unlike you, don't often game with complete strangers in non-face-to-face situations. What an interesting statement. Do you never have situations in which players make competing action declarations? Has it never happened in any of your games that one player (or players) declare that they are specifically preventing another character from performing an action or going somewhere? I suppose I can see that having never come up, but I don't know what's specifically awful about such situations. Let's futher assume this is a player that is a complete stranger to me that I've never played with before, and I'm running an online game full of such people that I will likely not have a long campaign with. Further, let's also assume that I have given no hints in game as to the solution to this puzzle, nor is there any knowledge in possession of the player as to the nature or solution of the puzzle that has been presenting in the course of the game. In that case, I let them, and then make sure I change future puzzles in that game to require checks for successful solving. In my home game, without those assumptions, and dealing with my players, I already have multi-layered puzzles that aren't as transparently obvious because I like my puzzles to challenge both players and characters, and not be such simplistic, Myst-like interactions. My puzzles are steeped in game lore, accessible through checks, which put them nicely behind INT thresholds to begin with. I don't just require that my players play stupid when they're stupid, although I do expect them to play to their characters, I also build complex challenges that take advantage of the game assets offered. The puzzle you present isn't tied to the game world (or, it's tied only in the sense that the game world uses the same days of the week that our world does, and so it's special to that world) and is presented as a puzzle to the players. Sure, you could probably let someone make an INT check to discover the correct solution, but good grief, man, that's just a straight up boring puzzle. [/QUOTE]
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