| DRD1812 |
Not so long ago, my players came upon a puzzle and trap-themed level in my megadungeon. I tell the full story of the interaction over here, but the TLDR is that they spent well over an hour IRL brute forcing their way through a hidden door puzzle.
When your players have no clue where to go, how do you go about giving them useful hints to move the game along? Should you? Or does it cheapen the experience when they don't 'figure it out for themselves?'
| Watery Soup |
It seems like a hot-cold system not only would have been helpful, but was essential given how high the DC was relative to their bonuses.
"Your glaive strikes solid rock, but you hear a slight echoing as if there were an empty space. Roll a DC 20 Perception for direction and DC 25 Perception for distance."
It doesn't sound like people had fun brute-forcing the problem. They resorted to it because (a) there was no other way and (b) brute-forcing worked.
| Heather 540 |
Could have been worse. One time, my party got caught in a teleportation spell trap that split us up. Two of our members got sent into a locked room that had a puzzle for a lock. One of those tetris type puzzles. They spent an hour real time trying to figure it out. The GM put one of the pieces into place himself after the first 30 minutes. Then the session ended for the day. They had to go back in the middle of the week to keep working at it. Neither of them had any way to get around the puzzle due to their classes.
| Kasoh |
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Not so long ago, my players came upon a puzzle and trap-themed level in my megadungeon. I tell the full story of the interaction over here, but the TLDR is that they spent well over an hour IRL brute forcing their way through a hidden door puzzle.
When your players have no clue where to go, how do you go about giving them useful hints to move the game along? Should you? Or does it cheapen the experience when they don't 'figure it out for themselves?'
On one hand, the party could have given up at any time, accepting defeat. Unfortunately, PCs don't work that way. There is an assumption in most play that the party is actually capable of meeting the challenges set in front of them. If that's not the case, its probably best that the group be aware of that in the beginning.
On the other hand, play time is valuable as it is hard to acquire in most cases.
Since it didn't matter how much noise they made, the solution to the problem is simply
PCs: "We're going to brute force it."
GM: (Check notes, no consequences for doing so..., roll dice) It takes 6 six hours, but you find the secret door. Its here."
Takes two minutes of table time, and we're all moving along.
| Quixote |
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Since it didn't matter how much noise they made, the solution to the problem is simply
PCs: "We're going to brute force it."
GM: (Check notes, no consequences for doing so..., roll dice) It takes 6 six hours, but you find the secret door. Its here."Takes two minutes of table time, and we're all moving along.
This. In the situation described above, this is what you need to do.
A better option though, would be to not have that situation come up in the first place. I highly recommend reading The Angry GM's articles on Why Traps Suck and anything similar you can find.
There needs to be meaningful choice and consequences for that choice. If every trap door was, say, facing west, and there were hieroglyphics depicting the setting sun as being symbolic of the afterlife, or the doors were under statues of some God of Secrets, or even if there were marks in the dust and hint of a draft to suggest where a hidden doorway might be, you'd be rewarding attentive, critically thinking players, instead of just handing them the win after they spent the required amount of time on the problem.
| Meirril |
Design wise, you don't want to give the players one path where they must do things the way you designed them or they can't succeed. If you insist on doing that, you need to very plainly spell out the solution and it can't require rolls. Otherwise be prepared to accept that the players fail.
It is better design to make it that when the players don't follow the path the puzzle sets out that they face a harder challenge than the puzzle. Or a puzzle lock but there is another longer, more convoluted and quite frankly disgusting path that can be followed to the same location.
Some players love puzzles, most don't. Most are there to X monsters till they win. Some are there to talk to NPCs. Generally puzzle solving isn't something any PCs get excited about. Even if a few players are into it, there will be others in the same group that just can't wait for this to be over so they can get back to participating.
Mixing a trap with a monster encounter is more interesting for those players. Especially when the trap gets counted as a monster itself. Now the players that deal with traps can fight it while the rest try to handle the monsters. Especially if the trap is way more dangerous than the monsters.
| DRD1812 |
Were these secret doors required for progress? Sounds like another job for the Three Clue Rule. Watery Soup's method sounds legit, too.
This was specifically a "challenge your players" dungeon written in the vein of Tomb of Horrors. In the larger megadungeon complex, Monte Cook called it out as an optional level "that not every group will get through." The three clue rule is (unfortunately) inappropriate in this sort of setup.
In other words, it's a deliberately different design style calculated to make life hard for players. And if you're trying to stay true to the spirit of the design, I'm not sure how you go about speeding up play.
| Quixote |
And if you're trying to stay true to the spirit of the design, I'm not sure how you go about speeding up play.
While I respect Cook and will happily give credit where it is due, I think that the situation at your table is hardly strange enough to be considered unforeseeable. Staying true to the spirit of the design is all well and good, but this is a prime example of a less-than-stellar design; a complex problem with one tedious, uninteresting solution doea not sound like a great setup for a fun session.
Diego Rossi
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I am in favor of Kasoh solution. I would ask a bit more explanation of what brute force method they will use, but then say "after X hours of work you find a secret door", or if they don't have a chance of success (because the DC is too hard or the methods used aren't appropriated) I will say "After x hour you haven't found anything".
RL time 10 minutes at worst, in-game time and resources have been spent and the story goes on.
I recall an old 1 ed AD&D campaign where the players established a new barony. They found an abandoned keep and decided to restore it. It had an extended underground section and after clearing it the players decided to check it for secret doors with a magical weapon that was able to detect them for 10 minutes every day, at the speed of 1 10x10 square every minute. They spent 10 minutes every day for several months doing that. There was no secret door.
The in-game effect was that the guy with the sword had to be at the keep for about half an hour every day and that the use of the detect secret ability was consumed every day. That was a slight hindrance in other adventures they were having while clearing the territory but the RL time cost was negligible.
That way you know that your character is doing a repetitive core, but you don't have to role play every minute of it.
| Derklord |
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it's a deliberately different design style calculated to make life hard for players.
And that is exactly the issue - it's designed "to make life hard for players". Players, not characters. The characters apparently weren't in any danger and spend no recources. It was not hard on the characters, it was hard on the players.
I call that a design failure.| Mark Hoover 330 |
Hey, here's a thought experiment for puzzles next time we all get in a jam like this: wandering monsters.
So the OP says they're running a megadungeon. The PCs in the story they linked to used glaives to hack apart a creepy crypt, searching for the secret door until at last it was found. According to the story this took at least about 2 hours of the characters' lives and resulted in much noise, dust, debris and so on.
GMs have a lot of leeway in these types of situations. We can just decide certain things happen, sometimes using dice rolls to mask it as random chance. One thing that COULD'VE happened here was adding an intelligent NPC to the mix to help speed things along.
1. After the first few glaive hits, the sound echoing about the crypt, a clicking and clacking is heard approaching from the (pick random direction that enters the chamber the PCs are in). "Who disturbs Mordath, Master of the Black Blade?" the skeletal figure hisses as you turn at the sound. "You seek the Hidden Door of Secrets eh? Well, only MORDATH knows it's true place for its cipher is etched into my unliving eyes! Come fools, to your DOOM!" - PCs fight the creature (a forgone conclusion of victory based on these being the martial types per the story linked) and afterwards notice there are indeed several pictograms carved into the inside of Mordath's eye sockets. Shining a light through the skeletal champion's skull projects an image on the wall and poof! There's the secret door.
2. As you hover inches from the ceiling, hacking chunks of masonry and hoping a collapse is not imminent, a small voice cries from below "What's all this then?" Peering down you spy a (choose Small sized humanoid appropriate to the dungeon) dressed in several clashing styles, as if his wardrobe were piecemealed from several others. An oversized satchel hangs at his hip and his meager frame is adorned with bandoliers, pouches, belts and such; if not for the setting the creature before you would seem to be some kind of traveling peddler - the party is looking at Dervos, a "merchant" of the dungeon who buys, sells and trades his way through the levels. He has a few levels in PC classes, enough to make sure he can survive this dangerous place. He also should have an escape kit such as a 1/day Dimension Door ability or something just in case the PCs get frisky. Basically Dervos has something, like a map or Chime of Opening or whatever that will help the PCs get through this secret door, which the peddler will sell to the party or perhaps trade to them for their help, a magic item they have, etc.
Along with the suggestions of others such as Soupy Sales above there, this approach shows another way to help the heroes get to their intended goal. The OP asked if giving help to the party cheapens it for the players: I'd say no, so long as you're not doing it for them.
Try to play to the strengths of your players and their characters. The story in the link describes the PCs assembled as the "full BAB" types but I've had a couple fighters, barbarians and paladins in my campaigns that knew ahead of time we'd be dungeon hacking a bit and thought to take ranks in Knowledge: Dungeoneering, Profession: Engineer or at least Survival.
If you want to just handwave the glaives eventually hacking their way to the secret door, just do that and move on. If not consider the skills and abilities of the characters, the attitudes of the players and try to introduce the clues to solve the puzzle or trap in an organic way.
Lastly there can be consequences for brute forcing their way through such obstacles. These consequences can be opportunities in disguise though, as in the case of the 2 wandering monsters above. Not only do each of those "random" encounters carry with them the possibility of getting through the secret door easier but defeating Mordath could net the PCs some treasure as well; making deals with Dervos could earn the party better items or vital dungeon info.
| Tim Emrick |
Just last night, I played in a PFS scenario with a very cerebral sort of puzzle--to paraphrase one of the other players, it had a Math section and a Writing Comprehension section. I'm usually pretty good at both, but I'd had a tiring day already, and the solution involved factorials, which I haven't done anything with in 30 years and would never have occurred to me on my own. Fortunately, we had a couple of better-rested math geeks at the table, and with only minimal nudging from the GM, they solved it before it became REALLY annoying.
The GM told us after the game that the scenario did give an option for the GM to hand-wave the puzzle if it took the players too long to solve, but at the cost of a higher DC for a skill challenge later on. I vastly prefer that contingency to the last adventure I played that contained a puzzle requiring that level of brains-wracking. In that one, the players were explicitly given an out on the puzzle, but at the cost of losing a boon on the Chronicle sheet.
Overly clever puzzles can easily wreck the pacing of a PFS scenario, where you only have so much time to complete the adventure. In last night's game, the puzzle came immediately after the first encounter, which was a fight we avoided. But all of the critical fights took place after the puzzle scene. Even though we solved it in less than an hour, it still put a huge time pressure on finishing the rest of the adventure in time.
| blahpers |
I mean, if you want to get technical, any puzzle solved by the player instead of the character has been metagamed. A player's ability to solve puzzles has no bearing on their character's ability to do so. But that's not very fun when someone says AM BARBARIAN can't solve the puzzle because he dumped Int and thinks a "cryptogram" is a device for weighing dead bodies. So there's always going to be a bit of that, I guess.