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<blockquote data-quote="Bill Zebub" data-source="post: 9702840" data-attributes="member: 7031982"><p>Which is why telegraphing is vital, in my opinion.</p><p></p><p>As a GM I have often feared giving away too much and handing the solutions to players, who will then feel cheated of having solved it themselves. But really, in practice, I have found that because I already know the solution my gut feel for the 'right' level of hint is still woefully inadequate for the players, and when I feel like I am giving it away too easily the players are still thrilled to have solved it.</p><p></p><p>Here's an example of how I might telegraph the food scenario from upthread:</p><ul> <li data-xf-list-type="ul">Investigation of the plate would reveal that a single person can make it move slightly, and more people makes it move more, but still only a little bit. I would want them to come to the conclusion "we need more weight".</li> <li data-xf-list-type="ul">Describe how some (many) of the flagstones in the floor are cracked, as if something extremely heavy had been put down. Further investigation would reveal that the cracked stones lead in a path from the table to the pressure plate.</li> <li data-xf-list-type="ul">When they eat the food, don't say "You suddenly get really heavy" but describe how they feel different, like maybe moving through water or something like that. However, the first player that moves around the room cracks a floor tile.</li> <li data-xf-list-type="ul">Previously, and elsewhere in the dungeon, I would want to leave at least one, maybe two, clear indications that the food can be eaten. (Not sure off the top of my head how I would do that, though.)</li> </ul><p>If you think that's giving away too much, that's my instinct, too. But, again, my experience suggests that the players will still have a blast "solving" it.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9702840, member: 7031982"] Which is why telegraphing is vital, in my opinion. As a GM I have often feared giving away too much and handing the solutions to players, who will then feel cheated of having solved it themselves. But really, in practice, I have found that because I already know the solution my gut feel for the 'right' level of hint is still woefully inadequate for the players, and when I feel like I am giving it away too easily the players are still thrilled to have solved it. Here's an example of how I might telegraph the food scenario from upthread: [LIST] [*]Investigation of the plate would reveal that a single person can make it move slightly, and more people makes it move more, but still only a little bit. I would want them to come to the conclusion "we need more weight". [*]Describe how some (many) of the flagstones in the floor are cracked, as if something extremely heavy had been put down. Further investigation would reveal that the cracked stones lead in a path from the table to the pressure plate. [*]When they eat the food, don't say "You suddenly get really heavy" but describe how they feel different, like maybe moving through water or something like that. However, the first player that moves around the room cracks a floor tile. [*]Previously, and elsewhere in the dungeon, I would want to leave at least one, maybe two, clear indications that the food can be eaten. (Not sure off the top of my head how I would do that, though.) [/LIST] If you think that's giving away too much, that's my instinct, too. But, again, my experience suggests that the players will still have a blast "solving" it. [/QUOTE]
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