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Monday, February 4, 2019

Riddles and Puzzles in Gaming and Dungeons and Dragons in particular.

This has been a white whale of mine.

I like the ideas of puzzles, but there are issues regarding using them in most games.

The problem with puzzles is 1. they either get solved trivially or 2. they stop your game dead.

So this is an attempt to integrate puzzles in a way that uses a level gauge to make them easier to use.

I have no idea if this will work, so this is a bit of a thought experiment.

1. Integrate: Make sure the puzzle is added to a normal encounter/skill challenge that can either make it easier or harder depending on the PC's actions.  That way it's more like a condiment than the main course.  They should be able to cut the Gordian Knot if it isn't working and continue onwards.

2. Using Real Life gauges with CR: It will affect the CR by adding a puzzle.  It hit me like a ton of bricks what can be used.

Namely,

Using children's ages to get an idea of how much a CR should be added.

so here's a rough idea:

children 3 years  = cr +1
children 4-5 = cr +2
children 6-8 = cr +3

I don't think any harder ones will be listed until we confirm if these categories work as they will most likely need to be adjusted.

Here's a link to see if it works:

https://www.castorland.pl/en/how-to-choose-puzzle

3. Traps are your Base: We already have a method of explaining cr for adverse effects: Traps.  I would use either the DM's guide or Xanathar's Guide to everything trap gauge with the CR if it has any adverse effects and use the trap metric if they find a creative resolution either by using skill checks (aka investigation) or damage if they fail.

4. No Single Point of Failure:  If it is that important, it needs to be given independently of any puzzle or created into a conceptual treasure (such as you solved puzzle #A, so now it's marked in your treasure list).  I wouldn't do more then five characters if you want to spell something out to reduce frustration with the letters.

5. The Rule of Three:  have three different ways to give an answer or solution for any clues on any puzzle or riddle.  Examples include, but are not limited to: books with pages, mnemonic devices spoken by NPCs (and gives a great chance for those sneaky characters to hear over clues), and a sage on retainer whom can "work on the problem" while you work out other issues.

6. Minimize Red Herrings:  If you have any doubts, don't put red herrings in your puzzles.  All they do is a waste of time and annoy your players.  If you use one, keep it to one per adventure.  PCs have this ability to make things too difficult as it is.

7. Write it down: Flat out have your PCs write stuff down if important.  Don't be obtuse that it's a riddle.

8. Use keywords:  Parties will inevitably overthink the problem, so use keywords as clues to simplify the puzzle especially if they go down a tangent.  We have them for conditions and damage types, so use them as pointers.

9.  Hardest Puzzles First: Do the hardest puzzles at the beginning of the game session.  Everybody's fresh and they are more likely to find it fun.

10. Theme:  Make sure the puzzle fits the theme of the dungeon/location.  If it comes out of nowhere, it makes the puzzle more difficult.

11. Character Participation:  If you are writing it for a party, that becomes way easier as you know the strengths and weaknesses.  However, a good rule of thumb is if you are writing something where you don't know the party composition, to flat out say what it contains so it's not a surprise and make sure the prebuilds have the appropriate skills.

If a game is likely to involve puzzles, generally discourage players from creating characters who are much dumber than the player is in real life.  If their character should be much smarter, give them clues and/or rolls to get around it.

If the characters have divination spells that make sense, use them to reduce the nature of the puzzle.  ex. If they use Guidance, they get a hint.

12. Team Effort:
The puzzle or riddle should involve everybody if possible.  Nobody likes to feel like they aren't doing anything.

Type of Puzzles:

1. Riddles: Since the riddle is one of those most common fantasy puzzles since the Hobbit, everybody wants to use them:

Besides the above rules, thinking I would do the following:
a. always use one that can easily accessible from the internet.
b. I'd pretty much use CR +1 for the base
c. If a character makes a high enough int or related skill check, I would point them at the answer via the internet.  If your gaming without internet, I'd scroll the answer on a small sheet of paper and let them flip it over.  
d. The riddle itself should be a clue or other "enhancement"  that gives them an advantage in a future encounter, even if it is just giving inspiration or advantage in a particular situation.

2. Mechanical Puzzles:
Whether a Rubiks cube or a jigsaw puzzle, the idea is to physically assemble something in the real world. This has the problem that the DM cannot just handwave it without having it hang over the party.  It's probably better just to treat it as a pattern puzzle for all involved.

3. Pattern Puzzles:
Whether it is a series of gems, buttons or a certain set of musical keys from Goonies, these are puzzles where you have to put or push objects in a particular order.  I would do a skill challenge if they aren't into it as a backup (using investigation, perception and any appropriate artistic skills as a base).

A personal favorite is the checkerboard floor that has a pattern to cross.

4. Situation Puzzle:
These are the puzzles where one person has the answer (in this case the GM) and the pcs asking questions until completed.  I'd keep any such puzzles as a maximum of 20 questions and restrict any questions as "yes/no." 


I would still treat it as a fairly low cr basis if used independently of an encounter, but it should be short enough for the resolution to be able to stand on its own.


Ultimately

Since dnd is based on a gauge, I'm going to keep fiddling with it.  Expect this post to change over time.

It might be because I just got the following book, How to Measure Anything: Finding the Value of Intangibles in Business, and am curious if a similar procedure could be used in gaming to make puzzles more formulaic.



 #dnd, #5e,


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