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	<title>Comments on: How To Use Logic Puzzles in Your RPG Adventures</title>
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	<link>http://www.robotviking.com/2009/05/20/how-to-use-logic-puzzles-in-your-rpg-adventures/</link>
	<description>Gaming</description>
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		<title>By: Anekanta</title>
		<link>http://www.robotviking.com/2009/05/20/how-to-use-logic-puzzles-in-your-rpg-adventures/comment-page-1/#comment-708</link>
		<dc:creator>Anekanta</dc:creator>
		<pubDate>Sat, 23 May 2009 06:02:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=1119#comment-708</guid>
		<description>Back in high school I used the Tolkien logic puzzle in a Palladium fantasy adventure, thinking my players would get it immediately, but they didn&#039;t.  They had to transport a magic sword to the hidden shrine of an ancient god.   

In order to find the shrine, they had to decipher a poem found in a large old tome.  The poem itself was written in code and could not be deciphered, but above it was a phrase in old elvish which they could read.  It said: &quot;Speak speak and listen.&quot;  Of course, the idea was that they would command the book to speak by saying &quot;speak,&quot; and then the book would magically read the poem aloud in a language they could understand.

At least three of the people sitting at the table (out of 5 or 6) were familiar with the Lord of the Rings, but they were just as stumped as Gandalf at that door.  Eventually I had to hint quite strongly and they figured it out.  But I wasn&#039;t sure if I had failed to give them proper clues, or if they were just having an off-day.

I guess what I mean is, it&#039;s hard to predict what sort of context the players will default to when you present your puzzle, and sometimes the context determines everything.  If I were running the adventure today, I might prepare them for the puzzle with some word games with NPC&#039;s, or other logic problems--warm them up, as it were.  When a puzzle comes out of the blue, it&#039;s often quite difficult to solve.</description>
		<content:encoded><![CDATA[<p>Back in high school I used the Tolkien logic puzzle in a Palladium fantasy adventure, thinking my players would get it immediately, but they didn&#8217;t.  They had to transport a magic sword to the hidden shrine of an ancient god.   </p>
<p>In order to find the shrine, they had to decipher a poem found in a large old tome.  The poem itself was written in code and could not be deciphered, but above it was a phrase in old elvish which they could read.  It said: &#8220;Speak speak and listen.&#8221;  Of course, the idea was that they would command the book to speak by saying &#8220;speak,&#8221; and then the book would magically read the poem aloud in a language they could understand.</p>
<p>At least three of the people sitting at the table (out of 5 or 6) were familiar with the Lord of the Rings, but they were just as stumped as Gandalf at that door.  Eventually I had to hint quite strongly and they figured it out.  But I wasn&#8217;t sure if I had failed to give them proper clues, or if they were just having an off-day.</p>
<p>I guess what I mean is, it&#8217;s hard to predict what sort of context the players will default to when you present your puzzle, and sometimes the context determines everything.  If I were running the adventure today, I might prepare them for the puzzle with some word games with NPC&#8217;s, or other logic problems&#8211;warm them up, as it were.  When a puzzle comes out of the blue, it&#8217;s often quite difficult to solve.</p>
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		<title>By: Gavin</title>
		<link>http://www.robotviking.com/2009/05/20/how-to-use-logic-puzzles-in-your-rpg-adventures/comment-page-1/#comment-695</link>
		<dc:creator>Gavin</dc:creator>
		<pubDate>Wed, 20 May 2009 17:38:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=1119#comment-695</guid>
		<description>Oh, no doubt. And that&#039;s fine... for us. All I&#039;m saying is that some groups that are heavier on the RP aspects of the game might resist puzzles like this.</description>
		<content:encoded><![CDATA[<p>Oh, no doubt. And that&#8217;s fine&#8230; for us. All I&#8217;m saying is that some groups that are heavier on the RP aspects of the game might resist puzzles like this.</p>
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		<title>By: Ed Grabianowski</title>
		<link>http://www.robotviking.com/2009/05/20/how-to-use-logic-puzzles-in-your-rpg-adventures/comment-page-1/#comment-694</link>
		<dc:creator>Ed Grabianowski</dc:creator>
		<pubDate>Wed, 20 May 2009 17:31:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=1119#comment-694</guid>
		<description>Honestly, I often throw realism and even proper role-playing out the window if it would prevent us from doing something fun.</description>
		<content:encoded><![CDATA[<p>Honestly, I often throw realism and even proper role-playing out the window if it would prevent us from doing something fun.</p>
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		<title>By: mordicai</title>
		<link>http://www.robotviking.com/2009/05/20/how-to-use-logic-puzzles-in-your-rpg-adventures/comment-page-1/#comment-693</link>
		<dc:creator>mordicai</dc:creator>
		<pubDate>Wed, 20 May 2009 17:21:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=1119#comment-693</guid>
		<description>I don&#039;t agree Gavin; I totally see your point, &amp; I agree with it-- roleplaying trumps all, &amp; roleplaying in games like DnD where you are sort of required by balance to be good at somethings &amp; bad at others can be tricky.  I don&#039;t like skill test as a solution though; skill tests are skill tests, puzzles are puzzles.

MY solution, as a smart guy playing a dumb guy, was to play on my character&#039;s high wisdom.  I couldn&#039;t THINK of the solution but I could agree with other PCs when they were on a track I liked.  Maybe a high-charisma character could help the 6 year old wizard by Socratic method?</description>
		<content:encoded><![CDATA[<p>I don&#8217;t agree Gavin; I totally see your point, &amp; I agree with it&#8211; roleplaying trumps all, &amp; roleplaying in games like DnD where you are sort of required by balance to be good at somethings &amp; bad at others can be tricky.  I don&#8217;t like skill test as a solution though; skill tests are skill tests, puzzles are puzzles.</p>
<p>MY solution, as a smart guy playing a dumb guy, was to play on my character&#8217;s high wisdom.  I couldn&#8217;t THINK of the solution but I could agree with other PCs when they were on a track I liked.  Maybe a high-charisma character could help the 6 year old wizard by Socratic method?</p>
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		<title>By: Gavin</title>
		<link>http://www.robotviking.com/2009/05/20/how-to-use-logic-puzzles-in-your-rpg-adventures/comment-page-1/#comment-691</link>
		<dc:creator>Gavin</dc:creator>
		<pubDate>Wed, 20 May 2009 16:40:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=1119#comment-691</guid>
		<description>One potential failure of logic puzzles is the player is not actually their character. A large part of D&amp;D is doing things as a character that you either could not or would not do in the real world. 

Your own ability to solve or not solve a logic puzzle should not project on to your character. 

The group barbarian with an intelligence of 6 played by a very intelligent player would have a better chance of figuring out a logic puzzle than the party&#039;s wizard with an intelligence of 20 but played by your neighbor&#039;s 6 year old. You must have a group that is willing to suspend their game roles enough to complete the puzzle as a metagame. 

Otherwise, what&#039;s to prevent the intelligent barbarian player from saying,  &quot;Conan is going to pound on the doors with his fists and curse the builders&#039; ancestors while Greywolf the Wise figures out the puzzle,&quot; leaving the 6 year old kid to try to muddle through a puzzle far beyond him?

I guess what I&#039;m saying is, if you&#039;re including puzzles, you should make them solvable by skill challenges, too. A player should be able to say, &quot;Personally, I don&#039;t have a clue. Ask Samel&quot; and roll a d20.</description>
		<content:encoded><![CDATA[<p>One potential failure of logic puzzles is the player is not actually their character. A large part of D&amp;D is doing things as a character that you either could not or would not do in the real world. </p>
<p>Your own ability to solve or not solve a logic puzzle should not project on to your character. </p>
<p>The group barbarian with an intelligence of 6 played by a very intelligent player would have a better chance of figuring out a logic puzzle than the party&#8217;s wizard with an intelligence of 20 but played by your neighbor&#8217;s 6 year old. You must have a group that is willing to suspend their game roles enough to complete the puzzle as a metagame. </p>
<p>Otherwise, what&#8217;s to prevent the intelligent barbarian player from saying,  &#8220;Conan is going to pound on the doors with his fists and curse the builders&#8217; ancestors while Greywolf the Wise figures out the puzzle,&#8221; leaving the 6 year old kid to try to muddle through a puzzle far beyond him?</p>
<p>I guess what I&#8217;m saying is, if you&#8217;re including puzzles, you should make them solvable by skill challenges, too. A player should be able to say, &#8220;Personally, I don&#8217;t have a clue. Ask Samel&#8221; and roll a d20.</p>
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		<title>By: khovaros</title>
		<link>http://www.robotviking.com/2009/05/20/how-to-use-logic-puzzles-in-your-rpg-adventures/comment-page-1/#comment-690</link>
		<dc:creator>khovaros</dc:creator>
		<pubDate>Wed, 20 May 2009 15:14:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=1119#comment-690</guid>
		<description>&quot;Speak: &#039;Friend&#039; and Enter.&quot;  Tolkien&#039;s logic puzzle.  It made sense in the story, showing how far the world had fallen from better times and it stymied Gandalf for a good while.  However, most (at least many) gamers are going to know that one.  Ed&#039;s right, you have to make them tough enough to challenge the party.  

As to putting in a believable reason for the logic puzzle, taht all depends on the delivery of the mechanism.  The Davinci Code put forth a believable reason why the builders of a door, for instance, would want their code to be breakable.  In case they were all killed and they didn&#039;t pass on the password to any one else.  

In our case, the builders were all dead and we&#039;re not sure yet if they were trying to seal in treasures or seal in the succubus (we are now caught in a kill or be killed fight with their nemesis-almost the entire party has been bloodied at least once and the succubus just summoned a demon).  In any event, they presumably had a desire to let some future generations of Bahamut worshippers avenge them and reclaim their relics.  

That&#039;s the way I would tend to pursue a logic puzzle - at least for a door, leave it out in a way that indicates it was a last ditch password reconstruction concept, designed to be solvable, hopefully people who had similar goals or motivations as the creators.  If it was bad guys, you could take bits fo the code from couriers or find them on their dead bodies etc.  I thinks its just a question of delivery and I found the puzzle to be quite fun.</description>
		<content:encoded><![CDATA[<p>&#8220;Speak: &#8216;Friend&#8217; and Enter.&#8221;  Tolkien&#8217;s logic puzzle.  It made sense in the story, showing how far the world had fallen from better times and it stymied Gandalf for a good while.  However, most (at least many) gamers are going to know that one.  Ed&#8217;s right, you have to make them tough enough to challenge the party.  </p>
<p>As to putting in a believable reason for the logic puzzle, taht all depends on the delivery of the mechanism.  The Davinci Code put forth a believable reason why the builders of a door, for instance, would want their code to be breakable.  In case they were all killed and they didn&#8217;t pass on the password to any one else.  </p>
<p>In our case, the builders were all dead and we&#8217;re not sure yet if they were trying to seal in treasures or seal in the succubus (we are now caught in a kill or be killed fight with their nemesis-almost the entire party has been bloodied at least once and the succubus just summoned a demon).  In any event, they presumably had a desire to let some future generations of Bahamut worshippers avenge them and reclaim their relics.  </p>
<p>That&#8217;s the way I would tend to pursue a logic puzzle &#8211; at least for a door, leave it out in a way that indicates it was a last ditch password reconstruction concept, designed to be solvable, hopefully people who had similar goals or motivations as the creators.  If it was bad guys, you could take bits fo the code from couriers or find them on their dead bodies etc.  I thinks its just a question of delivery and I found the puzzle to be quite fun.</p>
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		<title>By: mordicai</title>
		<link>http://www.robotviking.com/2009/05/20/how-to-use-logic-puzzles-in-your-rpg-adventures/comment-page-1/#comment-688</link>
		<dc:creator>mordicai</dc:creator>
		<pubDate>Wed, 20 May 2009 14:46:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=1119#comment-688</guid>
		<description>My advice is: Make sure you know what happens if they get something WRONG.  Riddles &amp; puzzles work best, in my opinion, if they pay out rewards or shortcuts.

I used riddles notably in a couple of sessions:
http://mordicai.livejournal.com/1591384.html
http://mordicai.livejournal.com/1596284.html

&amp; knew how I&#039;d &quot;pay&quot; the players for the right reward-- the first was pretty cheesy: two goblins were mounted on huge rats.   They are the chief&#039;s top lieutenants. rather than fight for the number two slot the chief drew a line in the sand, sent them out &amp; said who ever&#039;s rat crosses this line last wins.  They players were talking with the two goblin exiles, which left me a chance to drop hints, &amp; respond to their musing.

Next I did a variation on the chicken/fox/grain riddle; how will the farmer get them across if the boat can only hold him &amp; two others?  I figured everyone knew the basic &quot;trick&quot; &amp; they could use the minis to help think it out.

Third was a fatal lottery. Pick the black marble, death, pick white, life. unfortunately, the executioner had it in for the NPC &amp; had switched the marbles to both be black.  Solution: swallow the marble he picks!  So if there is a black left, by process of elimination me must have swallowed white.  In THIS trial, I was sure to know what would happen if it wasn&#039;t figured out.</description>
		<content:encoded><![CDATA[<p>My advice is: Make sure you know what happens if they get something WRONG.  Riddles &amp; puzzles work best, in my opinion, if they pay out rewards or shortcuts.</p>
<p>I used riddles notably in a couple of sessions:<br />
<a href="http://mordicai.livejournal.com/1591384.html" rel="nofollow">http://mordicai.livejournal.com/1591384.html</a><br />
<a href="http://mordicai.livejournal.com/1596284.html" rel="nofollow">http://mordicai.livejournal.com/1596284.html</a></p>
<p>&amp; knew how I&#8217;d &#8220;pay&#8221; the players for the right reward&#8211; the first was pretty cheesy: two goblins were mounted on huge rats.   They are the chief&#8217;s top lieutenants. rather than fight for the number two slot the chief drew a line in the sand, sent them out &amp; said who ever&#8217;s rat crosses this line last wins.  They players were talking with the two goblin exiles, which left me a chance to drop hints, &amp; respond to their musing.</p>
<p>Next I did a variation on the chicken/fox/grain riddle; how will the farmer get them across if the boat can only hold him &amp; two others?  I figured everyone knew the basic &#8220;trick&#8221; &amp; they could use the minis to help think it out.</p>
<p>Third was a fatal lottery. Pick the black marble, death, pick white, life. unfortunately, the executioner had it in for the NPC &amp; had switched the marbles to both be black.  Solution: swallow the marble he picks!  So if there is a black left, by process of elimination me must have swallowed white.  In THIS trial, I was sure to know what would happen if it wasn&#8217;t figured out.</p>
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		<title>By: ALB</title>
		<link>http://www.robotviking.com/2009/05/20/how-to-use-logic-puzzles-in-your-rpg-adventures/comment-page-1/#comment-687</link>
		<dc:creator>ALB</dc:creator>
		<pubDate>Wed, 20 May 2009 14:38:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.robotviking.com/?p=1119#comment-687</guid>
		<description>Personally I&#039;ve always liked logic puzzles but I rarely put them into my games since, for the most part, they don&#039;t make sense.  
What is a door&#039;s purpose in a dungeon?  To restrict access.  Assuming there is no way to circumvent the door the most restrictive type of door is one locked with a key.  After that is the password (which &lt;i&gt;can&lt;/i&gt; be a type of logic puzzle, but assuming the people who came up with the password know anything about security, it won&#039;t).  The big benefit of a password over a key is that if you, as an authorized user, want someone else to be able to pass the door all you need to do is tell them the word.
Finally, there&#039;s the logic puzzle.  Anyone smart or wise enough to correctly come up with the answer can pass: doesn&#039;t really make a lot of sense, for two reasons.  One: most dungeon dwelling minions are very, very dumb.  Even if you tell the Ork marauders the solution to the logic puzzle ahead of time there is a solid chance they&#039;ll forget it anyway, and be stuck outside until the necromancer comes down to let them in (for a similar reason I generally hate traps).  Second: any clever unauthorized person can make it in.
That sort of illogical but gamer-friendly behavior always hurts verisimilitude.  Now, I can personally imagine a few scenarios where logic puzzles make perfect sense (a dungeon that is specifically designed as a test for instance, or the above mentioned necromancer, who installs a statue that comes up with new logic puzzles every time he wants to get into his study: an enjoyable diversion for him, but an impassable obstacle for his idiotic underlings) and in those cases I&#039;ll rush to plant as many as I can.</description>
		<content:encoded><![CDATA[<p>Personally I&#8217;ve always liked logic puzzles but I rarely put them into my games since, for the most part, they don&#8217;t make sense.<br />
What is a door&#8217;s purpose in a dungeon?  To restrict access.  Assuming there is no way to circumvent the door the most restrictive type of door is one locked with a key.  After that is the password (which <i>can</i> be a type of logic puzzle, but assuming the people who came up with the password know anything about security, it won&#8217;t).  The big benefit of a password over a key is that if you, as an authorized user, want someone else to be able to pass the door all you need to do is tell them the word.<br />
Finally, there&#8217;s the logic puzzle.  Anyone smart or wise enough to correctly come up with the answer can pass: doesn&#8217;t really make a lot of sense, for two reasons.  One: most dungeon dwelling minions are very, very dumb.  Even if you tell the Ork marauders the solution to the logic puzzle ahead of time there is a solid chance they&#8217;ll forget it anyway, and be stuck outside until the necromancer comes down to let them in (for a similar reason I generally hate traps).  Second: any clever unauthorized person can make it in.<br />
That sort of illogical but gamer-friendly behavior always hurts verisimilitude.  Now, I can personally imagine a few scenarios where logic puzzles make perfect sense (a dungeon that is specifically designed as a test for instance, or the above mentioned necromancer, who installs a statue that comes up with new logic puzzles every time he wants to get into his study: an enjoyable diversion for him, but an impassable obstacle for his idiotic underlings) and in those cases I&#8217;ll rush to plant as many as I can.</p>
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