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When Adventure Designers Cheat
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<blockquote data-quote="pemerton" data-source="post: 3236864" data-attributes="member: 42582"><p>I like your iron golem example.</p><p></p><p>You seem to be focussing on puzzles where the characters are precluded from deploying all their resources, apparently by GM fiat, and forced to find a "unique solution". What is your view of puzzles where, rather than a unique in-character solution that the players have to acquire, there may be multiple solutions but the thinking about them (and perhaps even deployment of solutions) is more-or-less metagame.</p><p></p><p>Examples would be the WPM frictionless room discussed already in the thread, or chess/poker/etc puzzles, or riddles, etc.</p></blockquote><p></p>
[QUOTE="pemerton, post: 3236864, member: 42582"] I like your iron golem example. You seem to be focussing on puzzles where the characters are precluded from deploying all their resources, apparently by GM fiat, and forced to find a "unique solution". What is your view of puzzles where, rather than a unique in-character solution that the players have to acquire, there may be multiple solutions but the thinking about them (and perhaps even deployment of solutions) is more-or-less metagame. Examples would be the WPM frictionless room discussed already in the thread, or chess/poker/etc puzzles, or riddles, etc. [/QUOTE]
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