• Neato@ttrpg.network
    link
    fedilink
    English
    arrow-up
    62
    ·
    7 months ago

    I always come up with one answer. Just in case the party is having a brain fart and can’t figure anything out. It’s rarely an easy answer though.

    But then I wait for them to come up with something plausible. Or sometimes brute force it, that’s fun too.

  • jjjalljs@ttrpg.network
    link
    fedilink
    arrow-up
    53
    ·
    7 months ago

    The problem is players are often idiots.

    Like, they’ll just forget key facts.

    “We think Bob did the murders!”

    “You mean Bob, the accountant, who was with you when the first murder happened and has rock solid alibis for the second?”

    “…yes”

    “ok. How do you explain those two things?”

    "… nevermind "

    Or like, “we think he’s a shape shifter!”

    “So remember in session 0 we established this is a modern day, no magic, realistic setting?”

    “…no.”

    “Ok, well, we did, and it’s in the setting document pinned in the channel. Shape shifters don’t fall under realistic, modern day, no magic, so they don’t exist in this game.”

    “…oh.”

  • uberfreeza@lemmy.world
    link
    fedilink
    arrow-up
    11
    ·
    7 months ago

    I once made a home base for an elusive magic artist that is notorious for making really powerful magical artifacts with shitty side effects. Shield of Biting that bites the user, invisible invisibility cloak, Rhythm Heaven’s Monkey Watch, a dagger that berates the user on misses, one puzzle that I found online that stumped the party for hours. So I made it a base with annoying puzzles. I had solutions for four out of five of them, then decided, “Eh, they’ll come up with something eventually.” They did the other puzzles first though, so they just came up with a solution that fits the theme. It worked.

  • Etterra@lemmy.world
    link
    fedilink
    arrow-up
    2
    ·
    7 months ago

    That’s why I’d they don’t get it after a few minutes you just let them roll for it.