Making D&D / TTRPG puzzles more immersive (tips and examples)

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when starting on the path of tabletop RPGs,  through Dungeons and Dragons like many of us,  I was taught that puzzles played  a very important part in the game.  A good game or more likely a good dungeon  consisted of a healthy balance of exploration,   social encounters, puzzles and combat.  The tried and true winning recipe.  Though in all the games I played, I haven't  in the end encountered that many puzzles,   and as a game master I haven't run that  many either. And even fewer successful ones.  I like riddles, brain teasers, ciphers, mysteries,  and even used to work at an escape room.  And yet I struggle to bring that into role-playing  games. Because they're really hard to get right.  They can easily break immersion. You as a GM have  very little control over the pacing of a puzzle.  It could take seconds or it could be long and  frustrating and cause the game to lose momentum.  And momentum is a thing far too precious  to risk. Protect it. With your life.  Truth is we stop maybe at the wrong end  of the issue. There's a huge difference   between creating a puzzle and creating  a puzzle specifically intended for RPG.  We think about crafting smart brain teasers  but ultimately narration and interactivity   are the bones and blood of role-playing  games. Ideally, we want our puzzles to   be filled with bones. And blood. So let's bring it on, let's build   our puzzles not as puzzle makers, but as  storytellers. And we'll start with an example.  Tell me, would you like to hear a  riddle? Or would you prefer this. You open the door to a room so dark  that even dark vision won't help you.  The inside is completely shrouded, but not still,  and not silent. You are not alone in the room.  As you step in, you can hear disgusting  squelching sounds, along with the raspy,   disembodied cooing hum of a lullaby,  the source of which is hard to discern.  Any person's sound of mind would likely try  and shed some light on their predicament.  As a torch is lit, you finally catch a  glimpse of your surroundings in the dim light.  Instead of floors, walls and  ceilings, all here is made of   messy intertwined bare flesh and sinew. You've no time to take it all in,   because as soon as the light hits the  flesh, it violently contracts and shrieks. The shrieking targets whoever caused this  light to appear with distant whispers  (or whatever other damage dealing  mechanic is appropriate to your game)  and mere splits seconds later, the light  is snuffed out in a single wet breath.  (or wet dispell magic should it be magical light) Once the light is out, the shrieking dies down,   soon replaced with the same  soft lullaby you heard before. You stand again in complete darkness, but now   you've caught a glimpse of just what  kind of horror lies in there with you. How do you deal with that situation? We'll get back to that soon, and see the solution,   but ideally this is more the kind  of pace and vibe I'm looking for. I want my puzzles seamlessly  woven into the narration,   for them to call my players  to action, to be engaging. And now that we know where we're going,  let's see a few ways that we can get there. First, by taking out the GM and puzzle  crafter hat, and starting the process   from the point of view of the players who are  going to roleplay their characters through it.  Turn your puzzles into dilemmas, roleplay  opportunities or creative prompts.  Basically, just write the situation that you would  like to describe your own character going through.  Have your players come up with a poem, or  enact something, or if your group loves   drama, then create a puzzle that eats  secrets. Force them to reveal something,   and then let them deal with the consequences  of that secret now being in broad daylight.  I have another idea and example,   but anyone who doesn't want spoilers  for Curse of Strahd should skip to here. In Curse of Strahd, a puzzle at  the entrance of Van Richten's Tower   requires the players to dance according  to specific moves in a specific order. And you absolutely should get your  players to stand up and perform it.  Having your players use their bodies  also immediately gets them engaged.  In short, a puzzle that requires direct action and   creativity from your players  will always be more engaging. Two: think about context. Often, puzzles don't entirely make  sense when taken as part of a whole.  The actual logic within a  puzzle could be flawless,   but still make you wonder  "why would this be here?" Say to enter the cultists' lair,  you have to enter a riddle,   and once that password is  spoken you can pass through. But if a puzzle was meant to  keep outsiders out, then why   would the riddle be written by the door? To help outsiders figure out the answer? The cultists don't need to write the riddle by  the door they just need to remember the password. Bad cultist, bad. This is an extreme example, but even so,   all the clues to a puzzle are usually  scattered in the general vicinity. Which is fair, in a meta sense, you  don't want your players to get stuck. But there needs to be a coherent story  reason for these clues to be here. For example, it makes sense to  scatter clues if your puzzle was   intended as some sort of trial for  the new members of a secret society. Or if the puzzle is part of a ghost's unfinished  business, then clues about their death or even   manifestations from the spirit itself are  story relevant ways to help your players. Because the ghost does want  to finish their business. This also gives you opportunities to think  creatively about the format of your puzzle. Riddles and door puzzles largely  dominate the playground, but they   can get redundant over time,  and I refuse to be predictable. Three: if you play in person and are a creative   spirit who enjoys making props  for RPG, then play with that. When I first started GMing I wanted to  use a cipher in a letter as a puzzle. And I could have done a lot  better with the execution. Instead of just leaving it there, I  could have created a physical cipher   wheel to hand to my players, so they can  decode secret messages between cultists. Players will maybe have more fun with ciphers if   they find this object that they  can actually hold in their hands. You could use invisible ink  and a tiny UV flashlight,   or actual locks on little chests.  Or even a timer to up the pressure. If there's still enough of a child  in us to spend hours playing pretend,   then there's also a good chance that we are  children enough to enjoy playing with toys. Four: your puzzle could  easily turn into just a wall. What I mean by this is, your players  could figure out the answer quickly,   or they could go in circles forever. Well, maybe not forever, but in game time a few  minutes without progress can feel like forever. And there, you're stuck, facing a wall. If that happens, do not make your players roll  for intelligence to get the answer. no no no. Maybe they'll succeed on the roll,  but it won't feel like a success. Instead, when designing the  puzzle, think of a backup plan. Think of three different ways the  party could still achieve their goal. That way, even if your players don't have the  answer to the puzzle, they still get to feel   accomplished, because they will have found  a creative solution to counter the problem. Five: if you want your puzzles to be  as entertaining and fun as possible, rather than looking for puzzle  examples, look for mini game examples. Mini games in RPGs are super  fun, like well crafted skilled   challenges at a festival or playing  some variant of blackjack that uses   dice instead of cards when your party is  just chilling and gambling at the tavern. When you think about it, puzzles and  mini games act kind of similarly in RPGs. They are both a halt in the  pacing of the game but ideally,   rather than break immersion, they  are shifting the gears of immersion. And mini games are a lot easier to  get right than puzzles on that front. Campfire games are great with this, because  they're often played with children and that   means they're meant to entertain  people with a short attention span. And when it comes to make believe, our  attention span is not always all there. Now how about seeing some  of these ideas put to use? Remember that room made of  flesh that we mentioned earlier? Let's get back to it The Sleeping Room is in part  a puzzle, in part a trap. It has been placed here to guard  the path, an important item,   whatever seems fit to your scenario's needs. The room is awakened and conscious  in some way. it sleeps peacefully,   soothing itself with a melody, almost  behaving like some scared baby. but any source of light will deeply upset it. the key is to trust the thing in the darkness,  and to let the thing in the darkness trust you. various acts of empathy and  kindness could earn you that trust,   by talking softly to it, or  humming along to its lullaby. of course, it's going to feel scary, as the  creature gets curious about this new presence. You can take it one step further,  since your players can't see anything,   ask them to close their eyes so they  can really sit in that darkness. there are very few things more unsettling  than some abnormally large tongue licking   your arm. Even better when  you can't see what's doing it. but as you gain the Sleeping Room's trust,   it guides you through its entrails, and  by reshaping its own fleshy structure,   it creates a passage or frees whatever  object or person it was holding captive. I like this puzzle as a way to play with tone,   giving you lovely opportunities  to creep out your players. You can even find ways to link this to your  lore. Perhaps this cursed creature has taken   form from the remains of soldiers or  sacrifices who died a horrible death. Some fragment of their self lingering,   still seeking rest and empathy, and  fleeing from the fire that harmed them. Or you can give as a pet to your Big Bad Evil. it doesn't have to be a door puzzle either. Perhaps instead of guarding something, a failed  mage experiment is spreading in the academy,   just overtaking its walls and ceilings. soothing the creature will convince it to  shrink itself to a much more manageable size. And then the mage can keep it as a pet. let's move on to another example of a puzzle. this one is pretty much just a minigame that's  played in summer camps in my home country. it's called draw a moon, but here  we'll rename it as the dragon potion. the way this works is someone will grab an  imaginary paint brush, and draw a moon in the air. they will then keep passing it from person to  person around the circle, so everyone can try. if you've done it right, you'll be told  "oh yeah, that's a beautiful moon". if you do it wrong though, you'll be booed.  Whatever it was that you drew, it was not a moon. thing is, it doesn't actually matter  what shape you draw in the air. what really makes the moon beautiful is whether or   not you said "thank you" to the  person handing you the brush. If you said thank you when receiving the brush,   even if you drew a disgusting pile of  garbage, it still counts as a beautiful moon. You can adapt this even with  changing the theme a little bit. For example, your party's current  mission requires some investigation,   and there are direct witnesses who could  help you gain a crucial piece of information. the bad news is, the witnesses  in question are children. they saw something, but don't necessarily  take the whole situation seriously. Of course, this only works if what  they saw is relatively benign. If they were witnesses to a murder they're  probably traumatized at this point. As children, they're playful and stubborn  and like to mess with the adults. Before they tell you anything, you have to  prove yourself worthy of their little gang,   the Dragon Warriors, by playing a game with them. In this case, the game will  be called the Dragon Potion. Instead of drawing a moon with an imaginary  paintbrush, they will have you take a sip   from an imaginary portion that supposedly  makes you breathe fire like a dragon. Pretend to take a sip, blow in the air,  and if you said "thank you" to the person   who gave you the potion, then everyone will  cheer and say "wow! You're like a dragon!" And now, they will tell you what they saw. Really mime this imaginary potion all the way. First, the confusion in your players is really   entertaining to watch, but it's also really fun  to have them role play dealing with children. And it's not often that we get  puzzles as social encounters. It's also very unlikely that  your players will get stuck. For one, the kids don't really care  about keeping what they saw a secret,   they just want to entertain  themselves along the way. After some time, they will even guide  their new playmates in the right direction,   by just really really exaggerating  the way they say "thank you". Another way to solve this is if the players can   actually breathe fire or create an  illusion, the kids will adore them. And if the players really get stumped,  there's probably a quiet kid isolated   from the group that they could make friends  with, and who would teach them the trick. Or you could do what snitches do. Go tell their mom that they're  interfering with an investigation. Snitch. There, I think I'm all done. I hope that you'll take some of this with you. though I'd like to end it all by simply saying  that there's no cookie cutter puzzle recipe. everything always depends on your table,  so just like everything else in the game,   tailor your puzzles to your players. this is where all of this really comes together. on this note, good evening! and may the dice gods' fortune  shine favorably upon you.
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Channel: Corkboards & Curiosities
Views: 25,293
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Keywords: dnd, dungeons and dragons, ttrpg, tabletopRPG
Id: ERULLQOACKc
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Length: 11min 52sec (712 seconds)
Published: Mon May 22 2023
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