tag:blogger.com,1999:blog-1796726216651686005.post8110597999761967028..comments2023-12-06T03:17:01.846-05:00Comments on Tabletop Diversions: Puzzles in Solo RPGs: An Untested MethodJohn Yhttp://www.blogger.com/profile/16465161620134394060noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-1796726216651686005.post-65823328185186629172013-09-05T09:09:35.172-04:002013-09-05T09:09:35.172-04:00Interesting. I recently purchased some puzzle ring...Interesting. I recently purchased some puzzle rings to throw at my players in place of trying to pick a lock or disarm a trap. I like the idea of using a skill check, so I might give the players a +2 or +4 on a disarm trap roll if they solve a ring. We'll see how it goes on Saturday.<br /><br />I've never tried a puzzle in my solo games, but I did set a Sudoku puzzle as a task in a LARP, which was a way to stop a flesh golum from rising. <br /><br />Puzzles do have a big place in RPG's for me, and I'm thinking that something like the "Battle Chess" scene from Harry Potter could be interesting: a game puzzle within a game.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1796726216651686005.post-12792113853227649592013-02-20T14:52:01.989-05:002013-02-20T14:52:01.989-05:00The interruption of the flow of the game does conc...The interruption of the flow of the game does concern me and an ability check does have definite advantages there. <br /><br />I'm not sure if there's any advantage to doing this or not. Right now, obviously, I am thinking it's worthwhile, but I'm not wholly convinced that the experience will bring anything substantially better than rolling an ability check will.<br /><br />I have to see how jarring I find it before I decide - hopefully the next time I get to venture into The Ever Expanding Dungeon.<br /><br />-JohnJohn Yhttps://www.blogger.com/profile/16465161620134394060noreply@blogger.comtag:blogger.com,1999:blog-1796726216651686005.post-51392064154764642622013-02-20T14:44:47.643-05:002013-02-20T14:44:47.643-05:00I really like the language puzzle idea.
I may hav...I really like the language puzzle idea.<br /><br />I may have to try that in the next social game I run. I think something like that would have just the right kind of "cool" factor that my player(s) will actually enjoy the challenge out of play.<br /><br />I'll just make sure it's not crucial to resolving some key point - I would hate to bottleneck everything around a clue that can't resolve.<br /><br />-John<br />John Yhttps://www.blogger.com/profile/16465161620134394060noreply@blogger.comtag:blogger.com,1999:blog-1796726216651686005.post-42986278318659748982013-02-20T08:16:01.779-05:002013-02-20T08:16:01.779-05:00Here's my take on puzzles in tabletop rpgs and...Here's my take on puzzles in tabletop rpgs and how, over the years, I've reconciled the inherent oddness of them:<br /><br />SOCIAL: To keep players in-character with a challenge that is clearly solved out-of-character, puzzles I create always have TWO components to them - the first one that players as themselves can freely try to figure out (because it's fun), and a second one that can only be resolved by a character's skill or ability roll (because it's a roleplaying game). So, players may be able to sort out that the giant stones must be arranged in the shape of a god's symbol to open the passageway, but do the characters have the strength or engineering expertise to move the stones?<br /><br />SOLO: Back in the early 00's, I tried a number of ideas for puzzle play in solo rpgs not unlike your sudoku idea, above. They all felt wrong and took me out of the flow of the game. Ultimately, anything puzzle-y that I've since conceived of is left a bit ambiguous and is simply a skill or ability roll. No personal player stuff. As far as I'm concerned, playing a solo rpg is puzzle enough!<br /><br />Still, I encourage your line of inquiry...there's a lot of cleverness in it, and you may discover something along the way!JFhttps://www.blogger.com/profile/00564104029467943674noreply@blogger.comtag:blogger.com,1999:blog-1796726216651686005.post-29134189554910746622013-02-19T14:33:07.647-05:002013-02-19T14:33:07.647-05:00Personally when I've GM'd I've occasio...Personally when I've GM'd I've occasionally used puzzles in my games . . . and they are for the Players to solve, not dice rolls . . . and they've always been well received.<br /><br />I recall one game that I ran at a Con that revolved around a logic puzzle that was finally solved by the players . . . and after the game, a number of players came up to thank me, one saying "I've always heard about games like this but I never thought I'd get to play in one".<br /><br />There was some combat in the game, but most of it was solving in-gaming problems of one sort or another . . . including teaching a baby dragon how to fly (because the dragon knew he was too heavy to do so).<br /><br />Anyway I've generally found that players like to be challenged with the occasional puzzle. <br /><br />I don't have the "read languages" spell in my world . . . and I often give them (transliterated) documents in different alphabets (Coptic is one of my favorites) for them to decipher or not . . . <br /><br />So I DO use puzzles in social games. Not all the time, but often enough to challenge people and provide a change-of-pace from combat.<br /><br /><br />-- Jeff<br />Bluebear Jeffhttps://www.blogger.com/profile/05171345165563779232noreply@blogger.com