tag:blogger.com,1999:blog-2101220466181178382.post2904912443771217500..comments2024-03-28T17:04:30.892-04:00Comments on How to Succeed in RPGs or Die Trying: A Dungeon TrickS. P.http://www.blogger.com/profile/18219512413362952481noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-2101220466181178382.post-27614025605283132742011-10-01T13:42:41.800-04:002011-10-01T13:42:41.800-04:00I'm inclined to agree with you. I haven't...I'm inclined to agree with you. I haven't used these sorts of puzzles in the past, but getting more into dungeon design, I might attempt to do so in the future. This is also, in part, advice for a friend who is contemplating dungeon design.<br /><br />The advice I've always heard is that puzzles are rarely "obvious." If I recall, I played in a game where the GM made a puzzle based on the Zodiac, and <i>every player was familiar enough with the Zodiac to solve the puzzle</i>, but none of us got it. As a player, there's so much noise that clues can be hard to remember, so Game Masters should never feel that adding more clues is making it "too easy."S. P.https://www.blogger.com/profile/18219512413362952481noreply@blogger.comtag:blogger.com,1999:blog-2101220466181178382.post-81925078207571098392011-10-01T08:06:37.508-04:002011-10-01T08:06:37.508-04:00And this is why I don't put these sorts of puz...And this is why I don't put these sorts of puzzles into my games - I just suck at generating them so that the answer is solveable but not obvious.Arashihttps://www.blogger.com/profile/13536961829640913987noreply@blogger.com