The Forge Reference Project

 

Topic: Puzzles and Monsters
Started by: Sean
Started on: 8/12/2005
Board: RPG Theory


On 8/12/2005 at 3:11am, Sean wrote:
Puzzles and Monsters

In fantasy fiction, a lot of monsters are actually puzzles. That is, they are problems of the form:

- Hero can't solve the puzzle (of the monster's weakness) = hero is physically overwhelmed by beastie.

- Hero figures out the monster's weakness = hero can beat the beastie fairly handily, or at least with an utmost exertion of his abilities.

This has partly to do with the fact that reading about a fight is basically jacking off, but reading about a hero solving a puzzle invites you to try to figure it out as well. And partly to do with the tradition of heroes going back to Odysseus (as opposed to Achilles, who's a whole other kind of mensch) who use their cunning as well as their meaty thews.

So anyway. As I never tire of pointing out, I'm a GM of the old school. And I've always liked puzzles in my games. But partly because they cut through the bullshit. No more my guy syndrome. It's me, Sean, saying to you, my player: can you, not your freakin' character and his pussy 19 Intelligence or whatever, solve this puzzle, or not?

Of course this takes mental skill on the part of the player. But it also takes skill on the Puzzle Master's part. Neither to be so easy as to be trivial ("Round she is, yet flat as a board...") nor so hard as to be idiosyncratic.

Someday I'll learn to get to the fuckin' point. Look, the question I'm asking is this. Here are two ways of dealing with puzzles in RPGs:

(a) totally real, the real old school: can you, the player, irrespective of all that shit on your character sheet, solve the puzzle I'm posing you? (The puzzle could be weirdness on a map, or a riddle, or a clever description of a trap that provides clues for what the disable is, or whatever. Good puzzles give the meat for a smart person to solve them. I don't know how exactly they work. I can get out Sam Lloyd or whatever, but I don't know a puzzle algorithm, except for individual puzzle-types.)

(b) totally abstract, the 'don't hang up the game' method: roll a DC 24 intelligence check (or whatever the hell) to guess what Sphinctor the Sphinx has in mind.

Are there others, better than these? And better than (b1) give clues on the intelligence/wisdom/insight/judgment/thoughtfulness/ratiocination/reason/wits/whatever check? Particular cases as well as general answer would be muchly appreciated.

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On 8/12/2005 at 3:43am, TonyLB wrote:
Re: Puzzles and Monsters

A classic is "Give them a bunch of clues... when they think up a theory that (a) fits the clues and (b) sounds really cool to you then that theory is, in fact, the solution."  That doesn't have people solving the One True Puzzle, but it does have the benefit that the answers are sometimes much cooler and more satisfying than the puzzle-answer you thought was right.

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On 8/12/2005 at 5:10am, Andrew Norris wrote:
RE: Re: Puzzles and Monsters

Ooh! I've got one from our Actual Play this week.Conflict resolution works pretty well for this stuff.

The system's kind of like PTA, with Fan Mail replaced with a hand of tarot cards that you play to "trump" the dice. (They're interpreted freeform, like Everway... really they're just there to give people to riff off of.)

The PC's battling a pack of wolves in a fairy-tale forest. Mechanically he's outmatched, made worse by the fact that he's not willing to kill them.. He slams down a trump card, "Justice", and narrates that he wrestles the alpha to the ground and forces it to yield. He closes out the scene with the pack sleeping by his campfire.

He got a "whoa" out of me. The player took the challenge as a puzzle, and came up with a plausible answer that was far better than anything I had planned.

So I guess this is sort of (b), with the mechanical check replaced with "Spend resources, suggest a solution, justify why those resources mean your solution is the right one."

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On 8/12/2005 at 8:01am, contracycle wrote:
RE: Re: Puzzles and Monsters

TonyLB wrote:
A classic is "Give them a bunch of clues... when they think up a theory that (a) fits the clues and (b) sounds really cool to you then that theory is, in fact, the solution."  That doesn't have people solving the One True Puzzle, but it does have the benefit that the answers are sometimes much cooler and more satisfying than the puzzle-answer you thought was right.


It may be a classic, but it is one I regard as totally unacceptable.  Better not to have bothered claiming it was a puzzle at all, for that was a lie.

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On 8/12/2005 at 9:34am, Jack Aidley wrote:
RE: Re: Puzzles and Monsters

Of course it's still a puzzle. In many ways, a free-ending puzzle is a better and more satisfying puzzle because it means you're looking for a solution to the puzzle based solely on what the parameters of the puzzle were rather than attempting to guess what the GM thought of first.

Suppose I give you the sequence of numbers 1, 2, 4 and ask you what's next. I'm guessing that most people here will answer '8' because thats the binary sequence but answering '7' is every bit as logically valid - why should players be punished for thinking differently to the GM? That's the height of arbitariness.

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On 8/12/2005 at 11:52am, rrr wrote:
RE: Re: Puzzles and Monsters

Hi Sean

Regarding the idea of whether the puzzle needs a set and definitive "One True Answer" which the players must discover, I suspect the answer is it depends which CA you are aiming to fulfill and on what level the puzzle is:in game, out of game, merely symbolic of something else..?  Here are some examples that occurred to me.

I can see certain Gamist players enjoying the challenge to themselves of figuring out a well constrcuted puzzle, if they are the kind of player who likes the "step on up" level to reach all the way out of the game as it were.  You're not testing anything in the game, or even the player's tactical ability with the game mechanics.  You are simply testing the player.  Some players may like that.  You seem to be of this camp and I can totally understand why.  There is a satisfaction in personally solving a puzzle which is not the same as having your character roll Intelligence to solve it.  You have to be sure that your players are looking for that kind of experience.

I can also see certain Gamist players being frustrated by this kind of puzzle.  They play to be tested by the rules and systems of the game, not some external thing like their personal puzzle solving ability.  It's like asking a Soccer player to complete a crossword puzzle before he can score a goal, what's it got to do with his ability to play Soccer?

I can imagine plenty of Narrativist players simply viewing the puzzle as inconsequential.  Who cares what the puzzle actually is... roll the dice and either we pass or fail... let's get on with the story!

On the other hand, perhaps the puzzle is part of the story and part of addressing premise.  Alexander and the Gordian Knot springs to mind.  Premise: "What does it take to be a great leader..?"  or similar.  Alexander approaches the puzzle: he has to untie the knot.  How he unties the knot may tell us something about his nature as a man and his strength as a leader...  He pulls out his sword and slices the knot in two.  He cheats, but gets the job done.  Premise addressed in some sense.

I'd try and work out what kind of game your players and yourself are looking for, and then you'll probably be able to take the right tack with the puzzles.

Drew

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On 8/12/2005 at 7:54pm, cruciel wrote:
RE: Re: Puzzles and Monsters

Perhaps my definition of puzzle is more narrow, but I wouldn't consider (b) a puzzle either.  Without the challenge being directed specifically at the player as in (a), the conflict is no different in play than attack versus dodge, and I think is best served by the open-ended conflict resolution/FitM stuff people have mentioned.  (a) and (b) look like mental challenge for the player, versus mental challenge for the character, and I can't think of any other kind of mental challenge.

I certainly don't think the two methods should ever be mixed, such as in (b1).  If you are targeting the players, then fed them clues directly without making their own ability dependent upon the character's intelligence/personality/etc.  The character they've built will affect their options enough ("Maybe it's weak to fire.  Shit, anyone have Fireball?"  No, but I can set that tree on fire with a lightning bolt...").

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On 8/12/2005 at 8:20pm, Sean wrote:
RE: Re: Puzzles and Monsters

Some people like (b1), Jason. It can actually be pretty functional.

An analogy is the way my father plays solitaire. He always wins, but he scores himself by how many times he has to cheat to win, and feels better about himself when there are fewer cheats.

When you have a puzzle or library research or trap or whatever, you start out on the level of pure description and see if the player can figure it out. If they can't, they use their character as a resource to get hints or whatever, rolling appropriate stuff or marshalling appropriate resources or whatever.

I've seen this method work well for lots of groups.

I'm also interested in the 'monsters as puzzles' thing. Many fictional fights aren't the stronger-man-wins hackfest at all, and when they are there's little doubt that the protagonist is the stronger. Rather, the dragon has one weakness, or the beast's home tree must be cut down before swords can cut it, or you have to go for the eyes to disable it, or whatever. Few games take this kind of approach to monsters or develop it much, though Thugs and Thieves at least acknowledges this genre feature with its monster lore stat.

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On 8/12/2005 at 8:35pm, cruciel wrote:
RE: Re: Puzzles and Monsters

Sean wrote:
Some people like (b1), Jason. It can actually be pretty functional.

An analogy is the way my father plays solitaire. He always wins, but he scores himself by how many times he has to cheat to win, and feels better about himself when there are fewer cheats.

When you have a puzzle or library research or trap or whatever, you start out on the level of pure description and see if the player can figure it out. If they can't, they use their character as a resource to get hints or whatever, rolling appropriate stuff or marshalling appropriate resources or whatever.

I've seen this method work well for lots of groups.


That's not quite what I was refering to.  If they are using character resources (which are player resources) that interact with the puzzle (poking at it to find a weakness), then whee!  That often a key element of (a) from how I see it.  But if you are simply making a check to see if the conflict is overcome, then you're shifting hard away from player skill having any impact, so you can't have (a) anymore.

The solitaire thing I also see as different.  Just a distraction, a time sink, because there is no risk.  Well, perhaps that is a reason for (b1) - filler. I know that I don't enjoy it, but I suppose from that perspect I suppose I have seen the method "work".

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On 8/18/2005 at 10:23pm, M. J. Young wrote:
RE: Re: Puzzles and Monsters

Sean, I probably have more answers to this than I can give you, but I'll give you a couple.

I have used intellect checks along with puzzle solving ability in games, particularly if there is a significant disparity between the intellect of the player and that of his character.  If a player has tried unsuccessfully to solve a puzzle, but his character is significantly more intelligent than he is, I'll allow him to roll to see whether his character could get it even though he could not. But that cuts both ways:  if a very intelligent player easily solves a puzzle that should have been a serious challenge to his considerably less intelligent character, I'll sometimes require an intellect check to determine whether the character was smart enough to come up with that.

For a character who is more intelligent than the player, I would usually prefer one of these alternatives to a mechanical check:

• Give the player time. Take a break from play, order pizza, deal with other game issues.  It is amazing how much better our answers are when we have time to think about them than when we're put on the spot at an instant. So the superintelligent character has two minutes to decide how to save himself from the trap. Why can't the player of ordinary intelligence take ten times that long to consider his options, ask questions, get a full idea of the current situation, and carefully craft a response which his smarter counterpart could have devised in seconds?• Allow extensive out of character discussions; that is, if Average Joe is trying to solve a problem faced by his lone character Genius George, let Superior Sam and Star Student Stan give him their insights. I've often suggested that there's nothing wrong with the smart player giving the right answer and having it attributed to the smart character played by the dumb player.• Provide better information. One of the things that makes Magyver so clever is that he notices more and makes connections. If the player isn't as bright as the character, tell the player what things the character would see and what he would probably know about them. "You don't have a rope, but there are vines growing here that are thick enough to be strong enough to support your weight."  Part of the point is for the out-of-game perception of the puzzle to be roughly as difficult for the player as the in-game puzzle itself is for the character. The character is not being told what he notices; the player is being told what his character notices, based on the assumption that the more intelligent character is well ahead of the player in terms of perceiving possibilities.

On the particular point of monsters with specific weaknesses, we had a solution for that in The Farmland (beta) in The Second Book of Worlds. The core of the adventure is that aliens in spaceships invade a pre-gunpowder mostly agrarian world, and the player character has to find ways to battle the aliens.  Of course, you have so many tropes that come into play here--aliens might be immune to bullets, or they might not. There might well be something completely harmless to humans but deadly to aliens. On the other hand, you might attack them with something that actually makes them stronger. We wanted all of those things to be possible. On the other hand, we were faced with some obvious problems. If we chose the weakness, it would be pot luck whether the players ever managed to find it. We couldn't possibly list everything anyone might want to try, but of course there was always the possibility that something would be a really good idea that we had not considered. Besides, if someone were to read the book they would know what the alien weakness actually was, and could go directly to that.

What we did was create a table, based on our 3d10 general effects roll, which ranged from killing the aliens outright to strengthening them tremendously. We allowed referees to modify the balance according to the likelihood that a particular attack would have any impact, but kept it such that no matter what inane thing the players attempted it had a chance of harming the aliens, whether water or salt or Don Ho records. The referee was then instructed to record any such attack forms that were tried, and what the results were, so that these would be consistent thereafter.

This gave us pretty much what you're looking for. The aliens would have hidden strengths and hidden weaknesses, and the players would bring these out by trying things. If the players made a good case for something given what they knew, the referee could skew the roll in their favor increasing the likelihood it would be damaging or even deadly, but if they were trying really stupid ideas he could as easily skew the roll against them. At the same time, even if the players had played this scenario before or knew all about it, each time they played it the alien's weakness would be different.

It's a way of establishing random strengths and weaknesses based on what the players try, rather than on what the referee guesses they might try.

I hope that's helpful.

--M. J. Young

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On 8/19/2005 at 12:58pm, Balbinus wrote:
RE: Re: Puzzles and Monsters

TonyLB wrote:
A classic is "Give them a bunch of clues... when they think up a theory that (a) fits the clues and (b) sounds really cool to you then that theory is, in fact, the solution."  That doesn't have people solving the One True Puzzle, but it does have the benefit that the answers are sometimes much cooler and more satisfying than the puzzle-answer you thought was right.


The difficulty is, the original poster described himself as old school and that part of the attraction was pitting his wits against those of another player.  Your solution rather deletes that element, there is no pitting of wits because ultimately the player will always get the answer.

The other thing is that for some folk the point of this kind of play is that there is a real answer and that they determine what it is, playing with your method (which often works extremely well) will disappoint those players.

Turning back to the original post, there are a variety of ways of dealing with this.  One is a pure player skill approach, which works well if you want a clear player to player challenge in which the clash of wits is part of the fun.  Another is a wholly abstracted approach, roll your intelligence, which works well if the puzzle is flavour but the group don't really enjoy puzzles.

But there are other approaches too.  For example, players may use their own abilities but good rolls could result in hints or access to further clues, player skill still matters but character abilities are taken into account.  That may be preferable where the player considers that the character's ability should be relevant or where the player considers the selection of relevant character abilities as part of the tactical challenge.

Alternatively, you might use primarily character abilities, interpreting player thoughts and actions by reference to character abilities and rolls.  Or you might give a bonus to the character's abilities based on how well the player actually did.

There isn't really a choice of options here, rather a spectrum.  At the end of the day, if your players enjoy being directly challenged then go with that, if not go with one of the solutions I discuss above or MJ posts so eloquently about.

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On 8/25/2005 at 7:11pm, M. J. Young wrote:
RE: Re: Puzzles and Monsters

Reading over some of the answers here, I recall an old-school solution to a similar sort of problem which was used in Gamma World and I think Metamorphosis Alpha.

The problem there was that characters whose intelligence varied significantly were faced with figuring out how to use objects with which they were completely unfamiliar, but which may well have been familiar to the players running those characters. Thus, rather than describe the object and fumble around with, "would my character know that this is a toaster, used for heating breakfast foods" and such nonsense, the game used a sub-game for artifact identification.

The book contained several charts (four, if I recall correctly) that were scaled for difficulty. I call them charts for lack of a better word; they looked much like flow sheets, in that there were various geometric shapes connected by lines in different directions. One was marked "start" and one "finish", but there were bad outcome spots on the sheet as well. A token was placed on the start polygon and the player rolled a die.  The number on the die told the referee which way to move the token (the lines were weighted, low numbers were always better, and high intellect or certain skills got subtraction bonuses on the die rolls). Each roll consumed a certain amount of time for the characters. Since these were technological devices, there were possibilities such as injury from the object and damage to the object on the more difficult charts. Players could decide whether to continue their efforts or stop after each roll.

When we played, the charts were kept secret, but in retrospect I don't know that they would have to have been. There was a certain amount of gamble involved, certainly, and that would have been more interesting if we could have seen how close we were to what outcomes before we rolled the dice.

I think something akin to that could be adapted to a variety of puzzle situations (since after all that was a puzzle of sorts).

--M. J. Young

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On 8/25/2005 at 7:50pm, jaw6 wrote:
RE: Re: Puzzles and Monsters

I think the question is, "What is this challenge/monster/puzzle meant to represent?"

If it's meant to challenge the players' "on the spot creativity and/or logical puzzle-solving skill", then Option A is the way to go. If it's meant to challenge the players' understanding of the System and how it/their character operates mechanically, then Option B is more like it. (Though I think Option B fails to provide a challenge at all, if the appropriate skill or check is called out. I'm only willing to call it a challenge if the appropriate skill must be summoned up by the player.)

The problem I see with the monster angle, is two-fold:

+ Hit points - Too many RPGs describe combat as the only multiple-round challenge event. True, some include rules for "extended contests" or somesuch, but these are often just "re-roll until someone wins". So, I think there's an expectation that combat *is* about wearing down the monster's defense stat.

+ The Monster Manual Effect - GM-created monsters are great, but who has time to come up with a million-and-one new special monster weaknesses every week? But, if off-the-shelf monsters are used, Players have access to all the monster's secrets. ("Oh, this monster has DR 5/silver. Better switch to my nine-iron.")

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On 8/25/2005 at 7:51pm, rafial wrote:
RE: Re: Puzzles and Monsters

Yeah, I remember those charts from first edition Gamma World.  Although I also seem to recall that at least part of the fun for us at the time was as players figuring out what some random artifact was/did based on ambiguous descriptions from the GM.  A particular incident that sticks in mind was the players finding a cranked pencil sharpner, and finally deciding that it was some kind of machingun (they never did find ammo for it).

The drawback to the sub-game idea as presented in MA/GW was that as I recall, there wasn't really anything to do "as a player" other than roll, roll, roll until you either blew yourself up or got it working.  Is there a way to use the subgame idea, but to put some decisions in the players' hands?

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On 8/25/2005 at 10:20pm, M. J. Young wrote:
RE: Re: Puzzles and Monsters

rafial wrote: The drawback to the sub-game idea as presented in MA/GW was that as I recall, there wasn't really anything to do "as a player" other than roll, roll, roll until you either blew yourself up or got it working.  Is there a way to use the subgame idea, but to put some decisions in the players' hands?

Yes, I think so. Put the chart in plain view of the players, so that they can see whether a roll gets them closer to danger or closer to success. That way they have to make the decision as to whether to roll or not when they need a 1 to reach success but a 9 or 10 will kill them. It's an entirely chance game, but it forces players to make informed strategic decisions about whether the risk is worth it.

--M. J. Young

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On 8/26/2005 at 12:43pm, Graham Walmsley wrote:
RE: Re: Puzzles and Monsters

Balbinus wrote:
TonyLB wrote:
A classic is "Give them a bunch of clues... when they think up a theory that (a) fits the clues and (b) sounds really cool to you then that theory is, in fact, the solution."  That doesn't have people solving the One True Puzzle, but it does have the benefit that the answers are sometimes much cooler and more satisfying than the puzzle-answer you thought was right.


The difficulty is, the original poster described himself as old school and that part of the attraction was pitting his wits against those of another player.  Your solution rather deletes that element, there is no pitting of wits because ultimately the player will always get the answer.


This is interesting. I like Tony's solution. It strikes me as very close to what a GM would do intuitively: set a puzzle and have a solution in mind, but if the players come up with an alternative solution, then run with that solution.

I recently ran a Paranoia LARP, in which the players were locked in a room from which they had to escape. I had a couple of ideas of how they might do that, but I was happy to go with any vaguely creative solution I was offered. (Eventually they used a mutant power to disable the locking mechanism, I think).

So there was still a element of pitting wits against the players. Ultimately the players would have got the answer, but only once they offered me an intelligent solution. (Shoulder barging the door wouldn't have worked)

There's an element, here, of rewarding the players for coming up with creative solutions. You reward creative solutions by letting them solve the puzzle.

Graham

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On 8/26/2005 at 12:47pm, contracycle wrote:
RE: Re: Puzzles and Monsters

Hmm, while objecting to puzzles that are really an opinion poll in disguise, I am all in favour of open ended problems, sure.  I dunno, to me 'puzzle' kinda means there is only one solution.

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On 8/27/2005 at 10:10pm, Noon wrote:
RE: Re: Puzzles and Monsters

You can have just one solution. It just doesn't actually need to be set by the puzzles maker.

Given a healthy approach to the game, the player is going to give the one solution that he is really invested in. One he's really thought about and believes it will work. As a fellow player, your going to understand a little bit more, the way this player handles the world (game world or real world).

It's exactly the same thing the puzzles maker would have to do, in making a solution for the puzzle. If your letting the GM bring that into play, it's okay for it to be another player to bring it in instead.

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On 8/29/2005 at 1:15pm, contracycle wrote:
RE: Re: Puzzles and Monsters

Callan wrote:
It's exactly the same thing the puzzles maker would have to do, in making a solution for the puzzle. If your letting the GM bring that into play, it's okay for it to be another player to bring it in instead.


No its not, in my book.  From my perspective, what the players are invested in is irrelevant and unimportant.  I cannot solve problems, and enjoy the solving of problems, if the solution doesn not exist prior to my encounter of the problem.  Any time the solution emanates from the players, instead of from the Situation, iut ceases to be a problem to solve and becomes a request for creative input.  If that is the desire, then I do not see why it cannot be asked for openly instead of smuggled in under the guise of a puzzle or problem.

There is no victory when the opposition throws the match.

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On 8/29/2005 at 1:17pm, contracycle wrote:
RE: Re: Puzzles and Monsters

Callan wrote:
It's exactly the same thing the puzzles maker would have to do, in making a solution for the puzzle. If your letting the GM bring that into play, it's okay for it to be another player to bring it in instead.


No its not, in my book.  From my perspective, what the players are invested in is irrelevant and unimportant.  I cannot solve problems, and enjoy the solving of problems, if the solution doesn not exist prior to my encounter of the problem.  Any time the solution emanates from the players, instead of from the Situation, iut ceases to be a problem to solve and becomes a request for creative input.  If that is the desire, then I do not see why it cannot be asked for openly instead of smuggled in under the guise of a puzzle or problem.

There is no victory when the opposition throws the match.

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On 8/30/2005 at 3:06am, Noon wrote:
RE: Re: Puzzles and Monsters

The GM himself is going to have to make up a solution to the situation (for the players to find). That's just creative input coming from him, rather than coming from another player. This doesn't create a puzzle like a sedoku is, it creates a "If they do exactly x, then I'll throw the match" situation. Usually x is supposed to be possible to arrive at in some logical manner, but really that idea just helps smuggle the thing in as a puzzle.

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On 8/30/2005 at 7:25am, contracycle wrote:
RE: Re: Puzzles and Monsters

Callan wrote:
The GM himself is going to have to make up a solution to the situation (for the players to find). That's just creative input coming from him, rather than coming rom another player.


Yes exactly.  Thats the specific role that the GM fulfills, at the behest of the other players.  The GM has been delegated to formulate and present problems for the others to enjoy solving.  That IMO is the most fundamental role of the GM.

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On 8/31/2005 at 2:53am, Noon wrote:
RE: Re: Puzzles and Monsters

Fair enough, that's a valid style. I was refering more to a style which revolves around the idea that players can beat a GM, because they can often come up with much more interesting, compelling and pratical solutions than that invented by the GM.

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On 8/31/2005 at 3:19pm, contracycle wrote:
RE: Re: Puzzles and Monsters

Well perhaps we are talking past each other.  I see much similarity in your thought to mine but then we seem to disagree,

I like open ended challenges.  Here is a problem, YOU figure it out.  I've had much joy out of this, both as player and GM.  As mentioned elsewhere, I like to observe players solve problems; I've learned quite a bit about how people think, how players parse information, just by observing their dialogue.

On the other hand these problems do have constraints.  I may not care how you get the ball in the back of the net, as long as you do.  The getting-the-ball-in-the-net is not negotiable. 

To me, the open ended problem, to which there is no particular solution, and the closed problem which has only one solution, are very different.  I would not present an open problem and then demand the players second guess whatever solution I had dreamed up.  In that scenario, my function as GM is to judge the plausibility of their proposed solution.  But in the closed problem scenario, the entire point of the problem is to get the one right solution.

What I object to is the presentaiton of what appears to be a closed problem "you must find the clue" but which is in fact not really an problem at all, as in "whatever you decide is the clue is the clue".  I find that aesthetically displeasing and would take no joy in it as either player or GM.

Open problems, great.  Closed problems, in moderation, ok.  Fake problems, no.

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On 8/31/2005 at 3:39pm, simon_hibbs wrote:
RE: Re: Puzzles and Monsters

contracycle wrote:
Yes exactly.  Thats the specific role that the GM fulfills, at the behest of the other players.  The GM has been delegated to formulate and present problems for the others to enjoy solving.  That IMO is the most fundamental role of the GM.


This discussion is to a certain aextent also a discussion about illusionism. A lot of different issues are involved here and as a result a certain aamount of talking at cross pusposes may be going on.

I suspect there may be less fundamental disagreement here than it appears. It depends what we mean by puzzle. We all seem to agree that open ended problems are fine. It just depends on the definition of a puzzle. The example given earlier of a player who used a 'Justice' card to support a novel resolution to a dangerous situation isn't actualy a puzzle according to Contracycle's (quite reasonable) definition.

I think the real question is if, or in what circumstances puzzles with a single, pre-defined solution are appropriate and of course this will depend on the individual tastes of players and GMs.

Personaly I intensely dislike geometric/numeric/word puzzles in RPGs. If I wanted to solve those kinds of problems I'd buy a puzzle book or do a crossword, not play a roleplaying game. An A D&D GM friend of mine back in the day routinely put mind-bender puzzles in his games and I took the opportunity to take a break and got some sleep while everyone else sorted it out (we were students and played weekend-long game sessions. Ahhh... those were the days!).

On the other hand, the kinds of puzzles the orriginal poster mentioned - how to defeat a monster using it's weakness against it - can be an interesting challenge. But this sort of problem doesn't have to be of the closed kind with only a single viable solution, so long as the alternative solution does make sense and is consistent with the game continuity.

Simon Hibbs

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On 8/31/2005 at 3:53pm, simon_hibbs wrote:
RE: Re: Puzzles and Monsters

contracycle wrote:
On the other hand these problems do have constraints.  I may not care how you get the ball in the back of the net, as long as you do.  The getting-the-ball-in-the-net is not negotiable. 


This reminds me of a Call of Cthulhu game I was in long ago. The cultists were going to sacrifice a young woman with a special knife in order to summon Nyarlathotep and essentialy destroy the world. We burst into the ritual chamber and one of the other players said "I pull put my gun and shoot her ... I roll 01 for ... 22 points of damage."

The way the scenario was framed we were supposed to be rescuing the girl, but actualy killing her totaly ruined the bad guy's plans beyond repair. It was a novel, if ruthless way to resolve the problem. Did we succeed? Well, it depends what at.

A more controversial situation came up in a previous discussion on The Forge (which I feel justified in summarising because the context of the discussion is very different). Achilles and Agamemnon are arguing over a slave girl. If the problem isn't resolved the Greek army will be divided and the war will fail. My solution if playing a heroic Greek character - kill the slave girl. Sure I'd probably end up dead too, but I'm prepared to risk death to make sure we are victorious - what soldier isn't? Is this a valid resolution to the problem? In the orriginal thread many people said no, but in a roleplaying game there realy aren't always clearly defined win and lose conditions. There are merely different possible outcomes and their consequences.

Simon Hibbs

Hmm... I assure you that not all my solutions to roleplaying games are to kill women - and in fact in the first example it wasn't my fault, honest!

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On 9/1/2005 at 2:48am, Noon wrote:
RE: Re: Puzzles and Monsters

Hi Contra,

Yeah, we were talking past each other. Gotcha now.

Now that's established, what about another type of challenge? One where the player defines the constraints himself, with the focus not just on solving the problem, but the player being clever enough to identify the constraints involved and introduce them to play?

Hi Simon,

That slave girl thing sounds more like narrativism, actually. Got a link to that thread?

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On 9/1/2005 at 10:44am, contracycle wrote:
RE: Re: Puzzles and Monsters

Callan wrote:
Now that's established, what about another type of challenge? One where the player defines the constraints himself, with the focus not just on solving the problem, but the player being clever enough to identify the constraints involved and introduce them to play?


Hmm, I'm having trouble visualising that, do you have an example?  At the moment all I am seeing are drinking games like Fuzzy Duck or Coinage but these seem both unlikely and may not be meaningful to you.

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On 9/1/2005 at 1:49pm, Vaxalon wrote:
RE: Re: Puzzles and Monsters

1> Gamemaster proposes puzzle. Gamemaster has a cool answer in mind.

2> Player encounters puzzle.  Player thrashes around a bit, then comes up with an answer.  He thinks it's a cool answer.

3> Gamemaster hears the answer.  Gamemaster tells player it's the wrong answer.

4> Player is frustrated.  //This is bad//  Player thrashes around a while longer, finally comes up with (or is handed) the answer that the GM had.

5> Player thinks his answer was cooler.  Player feels cheated.  //This is bad//

For this reason, if I present a puzzle to the PC's, and their solution is cool and satisfying (rather than a facile attempt to do an end-run around the puzzle) then I will do my best to adjust to make it fit.  Illusionism?  Perhaps.  But I think it makes for a more satisfying play experience.  After all, the purpose of  the puzzle is to get the players thinking, not to get them reading my mind.

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On 9/1/2005 at 9:28pm, M. J. Young wrote:
RE: Re: Puzzles and Monsters

contracycle wrote: I cannot solve problems, and enjoy the solving of problems, if the solution doesn not exist prior to my encounter of the problem.  Any time the solution emanates from the players, instead of from the Situation, iut ceases to be a problem to solve and becomes a request for creative input.  If that is the desire, then I do not see why it cannot be asked for openly instead of smuggled in under the guise of a puzzle or problem.

There is no victory when the opposition throws the match.

I think we've got some grey areas here. I'm particularly reminded of the Gordian Knot. Whoever "untied the knot" would become the ruler of the realm. After examining it for a moment, Alexander the Great drew his sword, cut the rope, and announced, "This is how Alexander unties knots."

The question that this thread would seem to raise is whether that's a valid solution to the puzzle.

Let us suppose for a moment that as referee I create some puzzle, and state that you have to solve this puzzle to open the door. Or else what? Well, I'm going to have to decide what happens if the players do something else to open the door. Does it explode? Does it create a vortex and suck them into another dimension? Players are resourceful cusses at times, and can frequently find a way to do something I said could not be done. As soon as I've defined what happens if you attempt to open the door without solving the puzzle, I have essentially placed the puzzle I want them to solve inside another puzzle--how can we get this door open without solving that puzzle? Like the Riddle of the Sphinx, the Sphinx will eat me if I fail to answer the riddle or attempt to pass without doing so. Can I kill the Sphinx if he attacks me? Can I sneak past him undetected? Is there another way to solve the real problem, that gets me around the one on which the referee has focused so much attention?

There is a part of me that always hated those moments. I would have created a problem, and my players would mercilessly attack not the problem I had created but the context in which I had placed it. All that work for nothing!

Was there a "real" solution to the Gordian Knot? History does not tell us, because Alexander's solution displaced any real solution that might have existed. Does it matter if there were such a solution? Could the knot have been created by someone whose intent was to prevent anyone from ruling the land by posing an insoluble puzzle as the requirement? However, even if there is a "right" solution to our in-game problems, often there is yet a "creative" solution that gets around it entirely, and there is something unfair about deciding that the creative solution does not work merely because it robs us of the satisfaction of watching them wrestle with our clever handiwork.

There are no single solution puzzles, and probably no completely open puzzles, at least within the game context. Always there are options and limits, and it's just a matter of seeing them.

However, in general I agree that there's something unfair about a referee posing a problem and pretending he knows the answer when in fact he's just going to go with what the players devise. That's an illusionist technique which I usually don't enjoy, and would only employ if the point of the puzzle is to create the color of "there were puzzles that had to be solved", in the same way that telling the players that they see a trip wire tells them that this is a dangerous place filled with traps even if you don't have any traps worked out.

--M. J. Young

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On 9/2/2005 at 2:37am, TonyLB wrote:
RE: Re: Puzzles and Monsters

That "challenge to evade a different challenge" is not unique to problem-solving.  I'm reminded particularly of Nar turns out to be a good gamist penalty to evade.

Forge Reference Links:
Topic 15441

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On 9/2/2005 at 4:35am, xenopulse wrote:
RE: Re: Puzzles and Monsters

Here's a question: Why is the puzzle there in the first place?

I want to answer in the same vein as Vaxalon did. It's there to be fun for the players, and if it's frustrating, it's not fun. If I as a GM insist that your answer to the puzzle is invalid and that play will not continue until you come up with my solution (or something I consider equally valid), I probably violate the purpose of the puzzle.

That said, in a Gamist context, we don't want players to continually come up with something unimaginative that has no Step On Up value. So we should attach rewards to players who Step On Up in the address of a challenge (puzzle, in this case).

Therefore, if the game stalls until the players find a certain address, fun is sucked out. If the players' address is accepted in any case, but also has the potential to be rewarded when it's especially "good", we're keeping the game going AND facilitate Stepping On Up. Sure, that's still subjective, but there can be rules that facilitate the player explaining why his/her address rocks.

I should write down my thoughts on how to build a game based on that premise, with using key words in Polaris' manner for a Gamist purpose, but it hasn't crystallized enough in my brain yet.

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On 9/2/2005 at 7:46am, contracycle wrote:
RE: Re: Puzzles and Monsters

Well I fully agree with all comments about ther limits of these two constructions.

In the case of the Closed problem, what if the players don't figure it out?  Then play stops.  Inevitably, the GM must then either attempt to feed clues or outright obviate the puzzle and let them through.

In the case of the Open problem, how do you predict the exit point?  Simon Hibb's example illustrates this well; it could be the case that the players next clue was due to come from the rescued girl.

Tackling the case of the Monster mentioned in the title that is really a puzzle, how do the players know whether it is Open or Closed?  It looks like an open problem - engage in melee.  But its really a closed problem - you must shoot the arrow at the missing scale.  How are the players to figure that out before they get burnt to ash?

These I think are the problems inherent to gamist play in RPG's.  They don't occur in non-RPG gamist play because the game itself sets the bounds of feasible action.  In a Diablo style game probable Simon's poor sacrifice victim would have been unkillable.  And thus I thnk the solutions to these problems have to do with with boundary setting.

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On 9/2/2005 at 12:20pm, TonyLB wrote:
RE: Re: Puzzles and Monsters

contracycle wrote:
In the case of the Closed problem, what if the players don't figure it out?  Then play stops.  Inevitably, the GM must then either attempt to feed clues or outright obviate the puzzle and let them through.

That doesn't seem inevitable to me:  The players try.  The players fail.  Failure has its own consequences.  Play continues in an interesting manner, informed importantly by the players and their efforts (i.e. their failure). 

Am I missing something?  It sounds as if a lot of the problems being attributed to high-challenge Puzzles are, in fact, problems of railroading disguised.

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On 9/2/2005 at 12:39pm, Graham Walmsley wrote:
RE: Re: Puzzles and Monsters

One quick point: I think problems in roleplaying games are rarely completely closed.

Let's say you've got a closed problem - say, find an anagram of "Blowing a whistle" that's an English sentence. To which there's only one answer.

If you put that into a roleplaying game, you have to give it a context: for example, the password to get past a guard is an anagram of "Blowing a whistle" that's an English sentence.

But then, when you're actually playing the game, the players might find another way round the problem. They might shoot the guard or sneak past him. Of course, that's down to the GM: he might insist that the players must have the password and block any attempts to circumvent the problem.

So...I think there's very few entirely closed problems in roleplaying games. And whether the problem is closed or not is more a matter of GMing style than the problem itself.

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On 9/2/2005 at 12:59pm, simon_hibbs wrote:
RE: Re: Puzzles and Monsters

contracycle wrote:
In the case of the Open problem, how do you predict the exit point?  Simon Hibb's example illustrates this well; it could be the case that the players next clue was due to come from the rescued girl.
...

These I think are the problems inherent to gamist play in RPG's.  They don't occur in non-RPG gamist play because the game itself sets the bounds of feasible action.  In a Diablo style game probable Simon's poor sacrifice victim would have been unkillable.  And thus I thnk the solutions to these problems have to do with with boundary setting.


That's exactly right. There are actualy two different issues here. One is if any alternative solutions are possible at all. The other is what solutions are considered acceptable - which on moral grounds, genre appropriateness, or even just social acceptability within the gaming group (e.g. a solution that involves killing another player character).

Simon Hibbs

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On 9/2/2005 at 1:42pm, contracycle wrote:
RE: Re: Puzzles and Monsters

TonyLB wrote:
Am I missing something?  It sounds as if a lot of the problems being attributed to high-challenge Puzzles are, in fact, problems of railroading disguised.


I'm increasingly convinced railroading is a meaningless term that is preventing cogent analysis of some play structures.  It's one of those hot-button words that triggers a particular set of responses by reflex and if I had my way it would be stricken.  I'd prefer to talk about boundaries, prompts, structures.

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On 9/2/2005 at 1:45pm, TonyLB wrote:
RE: Re: Puzzles and Monsters

Uh... okay.  So, if you've prepared a puzzle, and you have written yourself (as GM) into such a corner that you cannot continue play until that puzzle is solved, how would you describe that?

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On 9/2/2005 at 1:59pm, contracycle wrote:
RE: Re: Puzzles and Monsters

TonyLB wrote:
Uh... okay.  So, if you've prepared a puzzle, and you have written yourself (as GM) into such a corner that you cannot continue play until that puzzle is solved, how would you describe that?


A chokepoint, or a gateway or similar.

It can be described structurally without the critical moral connotations implied by railroading.  The fetishization of player freedom hampers constructive and purposeful deployment of colour and staging, IMO.

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On 9/2/2005 at 2:06pm, TonyLB wrote:
RE: Re: Puzzles and Monsters

Ohhhhh... you're objecting because you read the term "railroading" as implying that creating such a chokepoint in the game is an act of evil.  That's not what I'm saying.

I'm saying that creating such a chokepoint in the game is an act of incompetence.  It's not bad, just stupid.

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On 9/2/2005 at 4:26pm, Graham Walmsley wrote:
RE: Re: Puzzles and Monsters

TonyLB wrote:
Ohhhhh... you're objecting because you read the term "railroading" as implying that creating such a chokepoint in the game is an act of evil.  That's not what I'm saying.

I'm saying that creating such a chokepoint in the game is an act of incompetence.  It's not bad, just stupid.


Well, hang on, I don't agree with that. There's essentially nothing wrong with setting the players a problem and not proceeding until it's solved (which I think was how chokepoint was defined above).

And I think it's a valid GM-ing style (though not one I'd enjoy) to refuse to let the players proceed until they're got the right answer.

I think, in this thread, we've just identified a few different ways of handling puzzles. Set up a puzzle and wait for the players to find the correct answer; set up a puzzle, have a correct answer in mind, but be prepared for the players to circumvent it; set up a puzzle, don't have a solution in mind and go with whatever the players suggest. There's nothing essentially wrong with any of them (although I have some strong preferences between them).

Graham

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On 9/2/2005 at 5:14pm, xenopulse wrote:
RE: Re: Puzzles and Monsters

And I think it's a valid GM-ing style (though not one I'd enjoy) to refuse to let the players proceed until they're got the right answer.


Well--any GM style could be considered "valid." The question is, what is the purpose of this technique, and does it fulfill its purpose well in specific instances of play?

As I said above, I believe that the purpose of puzzles is to provide enjoyable adversity to the players.

That means, however, that if the players get frustrated over not getting it right, the puzzle has failed its purpose. It hasn't made the game fun; it's made the game unfun.

Too many people get caught up in these preconceived notions of how RPGs should be played and what techniques are "proper" to use, and they ignore the basic underlying idea: The techniques serve a purpose. They are not a purpose in themselves. There is no "right way" and no "right techniques" for everybody. It's all about enjoying the game.

Therefore, a chokepoint is only advisable if the players enjoy it. It is possible that you have a whole group of players who like puzzles with just one right answer and who will gladly spend an hour trying to figure out what you thought was the one correct answer, even if their answers make logical sense and are creative. However, if you see that (as I've seen in most of the games I ever participated in) players see this as a waste of their time and get frustrated, because they think *their* solution *should* work even if it's not yours, well then you're doing something wrong.

Remember: for many people, a big draw of RPGs is that anything is possible, and that people are not limited to single solution problems. When I first started playing, that blew my mind--I thought, "Wow, this is why this is so much more fun than a computer game could ever be. There is no set of options to choose from; it's all open for us to make our own solutions. Anything can happen." That's the sense of wonder that RPGs bring, and it's also the part that's violated when you bring in single-solution problems.

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On 9/2/2005 at 5:21pm, Gamskee wrote:
RE: Re: Puzzles and Monsters

There is nothing inherently wrong with putting in a chokepoint puzzle as long as it serves its purpose for the game and results in fun.

So, if the frustration/fun prevention that the puzzle provides is in excess of the amount of fun it provides, its probably not worth it. I think in a gamist mode, with the whole social competition aspect in play, even if the puzzle causes initial frustration, it may be a worthwhile pay off for being the one to solve it.

My only problem with puzzles is that I generally don't come to a game for them. I'll pick up a mensa approved book of puzzles and riddles if I want that experience.

Deadlands: The Weird West has a great deal of puzzle monsters in it. Most of the time, a good deal of the events that created the horror happen to reveal its weakness. Some of the monsters had multiple weakness' in this vein, probably to prevent players from completely missing it.

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On 9/2/2005 at 7:14pm, TonyLB wrote:
RE: Re: Puzzles and Monsters

I just don't see why you wouldn't include an option for the players (and by extension their characters) to fail.

If the players are going to have fun, solve the puzzle, and move on then having a failure option loses you nothing.  If they're going to get frustrated, cease to have fun, and generally get unhappy then having a failure-with-fun option saves you a lot of heart-ache.

Throw 'em in a dank, dark dungeon.  Force 'em to face the hangman's noose at morning.  Make 'em retreat in a humiliating rout from an enemy whose weakness they didn't figure out.  These things keep the game moving in the worst case.  How can having such a back-up plan be bad?

Seriously... maybe I've overlooked something.  Maybe there's a reason to halt the game until the players figure things out, and not to give any alternative to figuring it out (except ending the game).  So, what's the reason?

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On 9/2/2005 at 8:04pm, Graham Walmsley wrote:
RE: Re: Puzzles and Monsters

Well, basically, Tony, I agree with you.

But what I'm saying is that I can imagine a GM who, in the course of an adventure, will set puzzles for his players. He's a good enough GM so his puzzles are always solvable but he won't put up with anything except the correct answer.

Eventually, his players always get the right answer (but sometimes only after they've sweated over it for a while). He's never had the problem that the players just can't think of the answer. (Perhaps he picks problems with a limited solution set, such as that anagram above.)

And I can imagine that being fun and the players enjoying it. And, also, I can imagine the players feeling let down if the GM let them get away with anything but the correct answer.

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On 9/2/2005 at 10:44pm, Noon wrote:
RE: Re: Puzzles and Monsters

The reason GM's often don't build in a 'failure with fun' option is because they have made their own address of challenge. And they want to express it...by players fumbling around until they find this brilliant address and say it themselves. By that awkward, painful process the GM will then feel the players 'really get' his method of thinking. In my own case I'd say there was a touch of immersion involved, where I thought "Why don't they get exactly how the world works" rather than thinking "Why don't they get me?"

It's hard to create a problem without actually thinking of a solution yourself. And it's hard not to fall in love with your own solution. When the players try to solve the challenge in a different way...the GM himself feels the pangs of force (He feels he is being forced to take up their solution, when he's made an address of his own). This often results in quite unpleasant reactions from the resource rich GM.

You get this in narrativism (typhoid mary syndrome), but not as often because PC's are often treated more the property of a given player. A problem however, is usually treated as a shared property.

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On 9/5/2005 at 7:30am, contracycle wrote:
RE: Re: Puzzles and Monsters

TonyLB wrote:
If the players are going to have fun, solve the puzzle, and move on then having a failure option loses you nothing.  If they're going to get frustrated, cease to have fun, and generally get unhappy then having a failure-with-fun option saves you a lot of heart-ache.


Yes, you can lose everything else that you have prepared.  You can lose the structure of the sequence of events that creates a particular experience.  And, to expand a point which Callan touched upon, you can thereby fail to execute exposition of the setting.

Really Tony to say creating a chokepoint is an act of incompetence makes me want to smack you, that just seems unnecessarily rude.  fine, its not your thing, that doesn't mean it has to be scorned.

If it really came down to it, and you required only one precise answer for play to continue, and they can;t get it, you could always do something like charge them a JB:007 hero point or what amounts to an XP deduction.  They get negatively reinforced, it all stays valid, play moves on by consent.

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On 9/5/2005 at 11:43am, Balbinus wrote:
RE: Re: Puzzles and Monsters

TonyLB wrote:
Ohhhhh... you're objecting because you read the term "railroading" as implying that creating such a chokepoint in the game is an act of evil.  That's not what I'm saying.

I'm saying that creating such a chokepoint in the game is an act of incompetence.  It's not bad, just stupid.


What a surprisingly aggressive post for the Forge.  Do we really need to go branding other people's play preferences as incompetence or stupidity?

Anyway, I disagree, and strongly.  A chokepoint makes sense if the group derive pleasure in part from the knowledge that on any individual scenario they may fail utterly, they may simply lose.

Now, that individual scenario likely won't end up being much fun, it may in fact be very frustrating and deeply unfun, but the larger gaming experience can be more fun overall because every victory is hard won and fairly won.

That may be alien to your playstyle, but it is hardly stupid either.  If the players care about actually achieving a real victory, then that logically implies the possibility of real defeat.  A chokepoint is merely one tool that can create that possibility.

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On 9/5/2005 at 12:57pm, GB Steve wrote:
RE: Re: Puzzles and Monsters

So the definition of a chokepoint seems to be, in this thread, a point at which the characters must achieve something particular before they can persue their goal(s). The most common example of this is a puzzle on which the pursuit of a particular goal depends, such as the Sphinx's riddle - although the downside need not always be death, just defeat.

I don't see a problem with this, a long as the chokepoint doesn't bloke all the PCs' goals.

If it does, then failure means the end of the game. Is this really an acceptable outcome?

If it doesn't then it's not so much a chokepoint as a reality check, "You thought you could do anything, well you can't. It's time to re-evaluate your priorities".

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On 9/5/2005 at 1:26pm, Balbinus wrote:
RE: Re: Puzzles and Monsters

GB wrote:
If it does, then failure means the end of the game. Is this really an acceptable outcome?

To me personally, no, I wouldn't design a scenario that way.

But I can see how it could be desirable, it might be worth having some games simply end in failure if the result is that the games which succeed are even more fun because the players know how lousy it is when they fail.

As I say, it's not me, but I can see the logic.

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On 9/5/2005 at 1:42pm, TonyLB wrote:
RE: Re: Puzzles and Monsters

Balbinus wrote: Anyway, I disagree, and strongly.  A chokepoint makes sense if the group derive pleasure in part from the knowledge that on any individual scenario they may fail utterly, they may simply lose.

Sure, I agree with that (and said so).  But what about the chokepoint where failure isn't an option that the GM will allow?  What about situations where the GM presents a question, and then just stops the game dead in its tracks until the players do the one thing necessary for his story?

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On 9/5/2005 at 2:32pm, contracycle wrote:
RE: Re: Puzzles and Monsters

Not necessary for STORY.  I've already publicly renounced all claim on "story".  And as I have often remarked, the story paradigm is over-extended.

What we are talking about is a game, and in a game it is legitimate to say, you must solve this problem to get to the next level, or to get the goody.  And as I have already pointed out, that can be solved at the game level rather than the character level by penalising the player a resource for failing to solve the puzzle themselves.

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On 9/5/2005 at 2:51pm, Balbinus wrote:
RE: Re: Puzzles and Monsters

TonyLB wrote:
Balbinus wrote: Anyway, I disagree, and strongly.  A chokepoint makes sense if the group derive pleasure in part from the knowledge that on any individual scenario they may fail utterly, they may simply lose.

Sure, I agree with that (and said so).  But what about the chokepoint where failure isn't an option that the GM will allow?  What about situations where the GM presents a question, and then just stops the game dead in its tracks until the players do the one thing necessary for his story?


Hm, interesting question.

I think if the GM stops the game there and says "ok guys, you failed, I guess that's it for tonight, anyone want to play some Star Munchkin?" then we're into the territory of it may be worth one failed game to improve the games overall.

If the GM forces you to keep bashing away even though you've evidently failed then I get left behind, the first option isn't me but makes sense to me.  The second just seems really kind of dispiriting.

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On 9/5/2005 at 3:02pm, GB Steve wrote:
RE: Re: Puzzles and Monsters

Balbinus wrote:
GB wrote:
If it does, then failure means the end of the game. Is this really an acceptable outcome?
To me personally, no, I wouldn't design a scenario that way.

But I can see how it could be desirable, it might be worth having some games simply end in failure if the result is that the games which succeed are even more fun because the players know how lousy it is when they fail.
I don't think I'd design a game that way either.

This cropped up recently in a game of CoC that I ran in Cambridge. SJE's PC went a bit mad and blew up the only access to the evil ritual that was taking place. So I changed the castle architecture, made the ritual much more obviously a bad thing for all concerned and threw it back at the players, an escalation of sorts, I guess. They bit and saved the world, huzzah!

But another end could have been, the PCs fighting their way out of Nazi Switzerland (don't ask!) only to find that the ritual destroyed the world anyway (don't they always!). In many was this would have been an equally satisfying end to the game, but not a Lovecraftian end.

On the other hand, some GMs might have said, "well, you're all dead" but I don't think that would have worked. If you're going to have a chokepoint that has the capability of stopping the game dead, then you have to have a good end to the game as well. You have to make something of the failure and its consequences, in terms that make sense to the SIS.

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On 9/5/2005 at 3:05pm, GB Steve wrote:
RE: Re: Puzzles and Monsters

Balbinus wrote: I think if the GM stops the game there and says "ok guys, you failed, I guess that's it for tonight, anyone want to play some Star Munchkin?" then we're into the territory of it may be worth one failed game to improve the games overall.
Do you mean "failed game"? Is the failure of the PCs to achieve their goals a failure of the game, time that might have been better spent doing something else? Or is this just shorthand?

Balbinus wrote: If the GM forces you to keep bashing away even though you've evidently failed then I get left behind, the first option isn't me but makes sense to me.  The second just seems really kind of dispiriting.
It can be dispiriting but it depends on the game. Failure is pretty common in Call of Cthulhu but I find it somehow uplifting to keep on trying inspite of the obvious.

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On 9/5/2005 at 4:05pm, TonyLB wrote:
RE: Re: Puzzles and Monsters

contracycle wrote:
And as I have already pointed out, that can be solved at the game level rather than the character level by penalising the player a resource for failing to solve the puzzle themselves.

I appreciate that.  That's a good failure-option.  The players fail, you invoke the penalty, play continues smoothly.  Not my style, but perfectly legitimate.  But that's not what I was talking about.  I said this:

TonyLB wrote:
[Y]ou've prepared a puzzle, and you have written yourself (as GM) into such a corner that you cannot continue play until that puzzle is solved

In your example, the players never solve the puzzle, and yet play continues.  That's not a choke-point, it's a test, with outcomes for both player success and player failure.

My question:  "Is there any value to making a puzzle (or, more generally, a test) and not having any option to continue or conclude play until the test is passed?"  What do you think?

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On 9/5/2005 at 4:32pm, Balbinus wrote:
RE: Re: Puzzles and Monsters

TonyLB wrote:
My question:  "Is there any value to making a puzzle (or, more generally, a test) and not having any option to continue or conclude play until the test is passed?"  What do you think?


Put like that, no, I can't see any value. 

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On 9/5/2005 at 4:35pm, Balbinus wrote:
RE: Re: Puzzles and Monsters

GB wrote:
Balbinus wrote: I think if the GM stops the game there and says "ok guys, you failed, I guess that's it for tonight, anyone want to play some Star Munchkin?" then we're into the territory of it may be worth one failed game to improve the games overall.
Do you mean "failed game"? Is the failure of the PCs to achieve their goals a failure of the game, time that might have been better spent doing something else? Or is this just shorthand?


By failed I mean a session which does not end in a fun experience for the participants, a session which people leave with a feeling of dissatisfaction and unhappiness.

Essentially I am suggesting that unhappiness and frustration on one occasion may be justifiable to some groups in the interests of greater overall fun, whereas many (most) groups would require each session to be fun in itself as well as possibly contributing to greater fun overall.

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On 9/6/2005 at 6:14am, Noon wrote:
RE: Re: Puzzles and Monsters

Tony: Well one benefit is that the GM's hand crafted work isn't skipped idly. One could design things so the puzzle is re-occuring, or can be returned to and attempted another time. However, that may be disatisfying if you would like a focus on in a particular area, but at the same time that cool puzzle in the goblin caves never really got engaged (the one you put effort into). You don't get to just employ the puzzle and move on to new things.

It also lacks a certain "Bam, challenge in your face!" attitude.

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On 9/6/2005 at 7:54am, contracycle wrote:
RE: Re: Puzzles and Monsters

TonyLB wrote:
My question:  "Is there any value to making a puzzle (or, more generally, a test) and not having any option to continue or conclude play until the test is passed?"  What do you think?


I think thats exactly what I described as the difficulty inherent to Closed problems in the first place: in order NOT to stop play, the GM must either obviate the problem or feed clues.  Thank you for coming full circle.

The reason Closed problems exist in the first place is on order to focus play in specific directions for which proper preparation has been carried out.  Much more common than actually stopping all play is simply progress grinding to a halt - the playes are still in character, the GM is still narrating, but nothing is happening because none of the players know what to do next.  You can waste hours of time this way, and I have done so.  Sometimes it is valid because taking time to digest the problem can help; but mostly it is in effect the end of play even if the game is still walkin' and talkin' like the animated dead.  The same effect occurs in Tomb Raider if you cannot solve one of its puzzles: you are effectively trapped in the spaces you can already reach leaping about trying to find a new approach to the problem.  It matters less in this context because the only person who's fun needs to be taken into account is yours, and you can power down and tackle the problem again tomorrow after sleeping on it.  In RPG, we have a group of people having no fun, all of whom have committed significant time to getting together to have fun.

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