[d&d4e] Puzzles in RPGs
AzaLiN:
Puzzle-solving doesn't seem like much of a group activity- it really only takes one brain and a little determination. I think the players realize this, because usually with any slightly-tough puzzle, they just sit back and let the wizard and/or the swordmage handle it, only getting involved when those 2 fail to find a solution- which is fair, honestly. Its just duplication of efforts. Therefore, I'm not so sure that these sorts of puzzles occasion more than sporadic appearances... sadly...
If I'm not mistaken, I think I'll have more success with a problem-solving orientation instead of a puzzle-solving one. Sorry to create a distinction that's so unclear, but what I mean by problem is something like a tunnel going down with no rope or ladder, and a puzzle is more like a riddle or a safe-combination or a cipher. With problems each player can find a different acceptable solution, and then debate which is best, generating a lot more engaging and useful activity than a puzzle.
I also think that any puzzle or problem that's included should have multiple elements that need to be resolved before the problem goes away. For example- instead of entering the single correct key-code into the wall panel, you insert each of 6 special keys or numbers obtained elsewhere, involving 6 elements instead of 1. What i'm thinking is that this way, each player has something to do- get a key [somehow], and the group reduces the problem in chunks. defeating 10 orcs in combat is similar: the problem has 10 elements and you reduce it 1 chunk [orc] at a time, and actually, about 60hp per orc at a time, allowing for further combination of efforts.
One problem I'm working on is a docile town that is in danger of an orc raid: each player has a lot to do to get the town ready to defend itself, since the problem has so many elements to it and has to be in chunks, and there's so many ways to do it. Assuming the players don't just leave town, lol.
On another note, is there a way to make exploring a wilderness area interesting in a table-top game? In keeping with sandbox ideas, I wouldn't mind a bit wilderness area that's there to explore, but I can't imagine how to make it interesting to do so- its so much easier in cpu games.
Callan S.:
If they sit back, perhaps their just not into any sort of gamist puzzle solving? I don't see anything that would stop them thinking on the answer, except disinterest.
Finding a different acceptable solution is just watering down the gamism - and if they aren't into it, you can never water it down enough. Rather than watered down, completely gone and they are free to give the 'solution' that just perfectly slots into the dream they have, is what they will sit forward for. It'll be all about maintaining that dreams integrity.
AzaLiN:
Could you clarify a bit? I think a word or 2 got left out
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Rather than watered down, completely gone and they are free
Callan S.:
I'll rephrase it - The ones who sit back probably dont want more acceptable solutions, they just want whatever fits the dream. They probably get no real life buzz from finding solutions - that's why they sit back and leave it to the sword mage/wizard.
I'm thinking if they are sitting back now, it doesn't matter how many acceptable solutions you allow in, they just don't get a real life buzz from finding solutions/overcoming real life puzzles. They would only be happy when it ceases to be a real life puzzle entirely and it's just the dream of a puzzle. Zero step on up, all dream.
Well, that's what's coming up on my radar as a fairly strong blip. That doesn't mean it's right, it just means it's worth mulling over and checking is any evidence toward that exists.
AzaLiN:
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The ones who sit back probably don't want more acceptable solutions, they just want whatever fits the dream.
I get you now. I'm remodeling the campaign- I'll hopefully be using puzzles to unlock/reveal new areas of the sandbox, a task they can leave up to whoever they wish, while incorporating more combat and roleplaying elements. The structure of the campaign as I'm modeling it... I'd love to discuss elsewhere, I summed up some ideas here, its not for sure yet:
http://scrollean.blogspot.com/
But basically puzzles will serve the specific role of expanding the size and depth of the sandbox as they start to scratch at the edges of the box. More when its not so late...
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