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Why I hate puzzles
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<blockquote data-quote="sniffles" data-source="post: 3933724" data-attributes="member: 30035"><p>I like the idea of puzzles that can't be solved (or at least not by the current group of characters). But both of the puzzles I mention are significant bumps in the road. In at least one of the campaigns in question, I'm afraid the entire campaign might go off the rails if we can't solve the puzzle. </p><p></p><p>I like Ruslanchik's guidelines. I've run into situations in past games in which the GM set some kind of puzzler for the group thinking that we'd get it right away. I think the GM, or the adventure designer if it's a published adventure, needs to recognize that people don't all think in the same way or know the same things. </p><p></p><p>I agree, but when I play I try to make my tactical decisions based on the knowledge and personality of my character as much as possible. Puzzles seem to me to make that type of thinking much more difficult to accomplish.</p></blockquote><p></p>
[QUOTE="sniffles, post: 3933724, member: 30035"] I like the idea of puzzles that can't be solved (or at least not by the current group of characters). But both of the puzzles I mention are significant bumps in the road. In at least one of the campaigns in question, I'm afraid the entire campaign might go off the rails if we can't solve the puzzle. I like Ruslanchik's guidelines. I've run into situations in past games in which the GM set some kind of puzzler for the group thinking that we'd get it right away. I think the GM, or the adventure designer if it's a published adventure, needs to recognize that people don't all think in the same way or know the same things. I agree, but when I play I try to make my tactical decisions based on the knowledge and personality of my character as much as possible. Puzzles seem to me to make that type of thinking much more difficult to accomplish. [/QUOTE]
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