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Water Puzzle
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<blockquote data-quote="Quickleaf" data-source="post: 5079132" data-attributes="member: 20323"><p>I just read a good set of articles about puzzles over <a href="http://www.treasuretables.org/2007/06/four-key-elements-of-a-good-rpg-puzzle" target="_blank">here</a> by Martin (treasuretables) & WeaveWarden (Myth-Weavers).</p><p></p><p>Two points struck me about the article. First, a puzzle should have a work around, either because it's a side quest, there's an "escape hatch", or it is used to make the PCs path easier (e.g. disabling a death trap). In other words, the puzzle may be helpful, but ultimately optional. Second, the point was made about avoiding obvious puzzles for the sake of puzzles, but to weave them into the story. </p><p></p><p>Since I've been having trouble designing this puzzle, I decided it would be better to try a new approach.</p><p></p><p>Tir Amanteur was a large stronghold at the base of the Serpentback Mountains, bordering the River Eolus. It straddled a stream and was known for its extensive moat, canal, and bridge system by which water could be diverted from the stream to block off certain areas in case of invasion. The Evhendin family ruled from here until retreating forces of King Arnrohd sought refuge; the King was fighting for the freedom of the kingdom from imperial rule. It was at Tir Amanteur that he forged alliances with dwarves, elves, eladrin, and other races (who had historically been hurt by human rule), and began reforming his army to challenge the empire. However, before his plans could reach fruition Tir Amanteur was drowned when the River Eolus shifted (imperial saboteurs used explosives near the headwaters). Many were killed and became deep wraiths; a select few escaped by griffon. In the process the King's magic crown was lost within the stronghold.</p><p></p><p>Besides the towers, the only area not destroyed was the waterworks control chamber, where engineers could open/close various check dams to power watermills, provide water to baths, and flood concentric ringed ditches for defense. It is this chamber that the PCs will try to access because (a) they'll be able to access more of the ruins by draining flooded chambers, and (b) there's a map of the fortress there.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5079132, member: 20323"] I just read a good set of articles about puzzles over [url=http://www.treasuretables.org/2007/06/four-key-elements-of-a-good-rpg-puzzle]here[/url] by Martin (treasuretables) & WeaveWarden (Myth-Weavers). Two points struck me about the article. First, a puzzle should have a work around, either because it's a side quest, there's an "escape hatch", or it is used to make the PCs path easier (e.g. disabling a death trap). In other words, the puzzle may be helpful, but ultimately optional. Second, the point was made about avoiding obvious puzzles for the sake of puzzles, but to weave them into the story. Since I've been having trouble designing this puzzle, I decided it would be better to try a new approach. Tir Amanteur was a large stronghold at the base of the Serpentback Mountains, bordering the River Eolus. It straddled a stream and was known for its extensive moat, canal, and bridge system by which water could be diverted from the stream to block off certain areas in case of invasion. The Evhendin family ruled from here until retreating forces of King Arnrohd sought refuge; the King was fighting for the freedom of the kingdom from imperial rule. It was at Tir Amanteur that he forged alliances with dwarves, elves, eladrin, and other races (who had historically been hurt by human rule), and began reforming his army to challenge the empire. However, before his plans could reach fruition Tir Amanteur was drowned when the River Eolus shifted (imperial saboteurs used explosives near the headwaters). Many were killed and became deep wraiths; a select few escaped by griffon. In the process the King's magic crown was lost within the stronghold. Besides the towers, the only area not destroyed was the waterworks control chamber, where engineers could open/close various check dams to power watermills, provide water to baths, and flood concentric ringed ditches for defense. It is this chamber that the PCs will try to access because (a) they'll be able to access more of the ruins by draining flooded chambers, and (b) there's a map of the fortress there. [/QUOTE]
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