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Step 3: The Enigmatic Puzzle
The next step is to improvise what appears to be an enigmatic puzzle.
It is of course simply a disguised dead end. For example:
GM: The crimson whirlwind engulfs you and you feel yourselves
being transported away before losing consciousness. When you awake
you are inside a square room, around 20 feet on a side. The floor,
ceiling and walls are featureless grey stone. There is nothing in
the room.
Player 1: Okay, maybe there's a secret door. I'll
start examining the walls.
Player 2: Maybe this is some kind of illusion. I'll cast
a spell...
It is of course a totally sealed box, designed to securely imprison
the characters while you think of something else. All you have to
do is listen to each idea a character comes up with for escape,
then report that it has failed.
The players will of course assume that it is some kind of
puzzle and that they just have to figure out the
answer.
If the players start getting bored and complaining, give them the
challenge gives the reward speech. The basic gist of
this is that if the GM simply helps the characters perform the
task, so that whatever they do turns out to be the correct option,
and they always succeed regardless, the game will quickly lose all
meaning. Therefore, for reasons of ethics alone, it would be wrong
for you to tell the players how to get their characters out of the
box. They will simply have to stay there until they figure it out.
Eventually, one of the players will come up with a particularly
cunning and clever way of escaping the box. When he outlines it,
smile and nod, as if you are happy that they have figured out the
elaborate puzzle you prepared for them and report that
it has succeeded.
Yes Zarvod. As you thought, you have been transported to a
four-dimensional universe, and are now imprisoned in a four-dimension
hypercube, which has an open face in the fourth dimension. You
can't see that of course, because you are three dimensional,
but as you point out, the definition in the rule book of your move
spell says that it can transport you in all dimensions. You cast
your move spell, move kind of sideways, and suddenly you're
outside the cube...
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