Scampir

Be the Choster you wanna read

  • He/Him + They/Them

One Canuck built the #ttrpg tag and the #mecha tag. And that was me.

Cohost Cultural Institution: @Making-up-Mech-Pilots
Priv: @Scampriv


I am beginning to think that there's a contradiction between the following statements:

  1. It's a challenge to implement a puzzle in a ttrpg, because you are relying on player knowledge to address an issue when the broader activity is about play and experimentation. If you desire to implement play experiences with puzzle design that rewards exploration like Myst and Outer Wilds, then you have to lay the groundwork of granting information through a different medium. For example, information might be released at the end of a quest and come together for players to figure something out, but it's not something very popular as a moment-to-moment exercise. Therefore, the maxim of "create problems not solutions" edges out puzzles with distinct solutions because player experimentation can be immediately validated by a facilitator, interesting play has happened, and the game can advance.

  2. Tabletop Roleplaying Games that center combat with specific positioning (grids, zones, etc.) use definitive and sometimes hidden information to necessitate experimentation. However, there are wrong answers in these cases and that is communicated through consequences. There are many places to move your character on a grid that are the wrong place, and your puzzle is to find the correct places. You might not receive immediate feedback on an experimental move until later in combat play. It’s very important in that moment that you learn how else you can experiment, but not all games bridge that gap. If you do solve the problem, you have learned how to read the scenario and answer it correctly. You can now use that knowledge to inform further decisions. You might say that you the player have grown. Therefore, the design choice to create puzzles with specific solutions provides a rewarding feeling for those who complete it, and it’s at the potential players discretion to self-select for that experience.

All this to say

How does one engage with challenges, issues, or obstacles in the play of a ttrpg? I’ve presented a truncated view of two distinct design philosophies (written too quickly for me to say that I treated both fairly 😅), and I’m trying to work out how they stand against one another. Because they present two different approaches to the play experience. I don’t think that these are necessarily game-text only design choices for what it’s worth. These are two different approaches to at can influence any game with a mediator such as a Game Master or Facilitator, or even a group of players in a GMless game.


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in reply to @Scampir's post:

I think the paradox is partially resolved when you look at tactical combat as a recurring puzzle-language that players have specific rules for, and they can develop their mastery of that language through consistent experience with combats. A dungeon riddle room, in contrast, is much more likely to be a one-off challenge that's introduced as a novelty and not a recurring motif.

Another trick to it is that combat has clear failure procedures. Your HP hits zero, you lose. A puzzle room or riddle needs more GM innovation to establish a "you didn't succeed, but we're moving on" boundary.

The former philosophy implies that play "stops" upon encountering a puzzle. i.e. a solution must be presented by the players and validated by the facilitator to proceed.

The latter philosophy is an example of a puzzle that "keeps going" regardless of what solutions the players choose, and consequences are dealt accordingly. Even taking no action is an acceptable input to the combat machine, and the narrative rolls forward.

Non-combat puzzles can work like combat puzzles as long as there is momentum OR feedback. i.e. a wrong solution opens the wrong door, leading the party to a trap room which eventually deposits them back into the puzzle room. If the party answers the sphinx's riddle incorrectly, it steals a precious memory from them. Maybe it replaces the memory with a helpful vision.

Arguably this is a long-winded way to echo "fail forward" as a principle. Another way to handle puzzles is through metagame signals. i.e. Clocks. Give your players green checkmarks when statues have been rotated correctly, or tell them "A door has opened somewhere in the labyrinth" after they pull a lever.

Thank you for pulling it back to fail forward! I think that was a connection I wasn't making but i will think about how it changes my evaluation of the two examples. Also, great point about clocks being communicative. I usually just see them as one-sided state trackers.