Author Topic: Puzzles and Persistent Worlds (or Modules)  (Read 552 times)

Legacy_leo_x

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Puzzles and Persistent Worlds (or Modules)
« on: August 28, 2010, 08:33:40 am »


               I'm curious if anyone has examples of modules or persistent worlds that have successfully encorporated puzzles (i mean this very generally, anything that takes thought and not clicking) and quests that hinge on puzzles into their worlds?  I mean, in a way that they are replayable.  I have a pw and I find the difficulty is, I dream up a puzzle and in a day everyone knows it and the puzzle holds no more 'aha'.  I thought maybe simply randomizing things might work, but it seems even then the puzzle itself gets dull.  Or, do people think that puzzles are just not right for this particular medium?

thanks,
leo
               
               

               


                     Modifié par pope_leo, 28 août 2010 - 07:37 .
                     
                  


            

Legacy_Urk

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Puzzles and Persistent Worlds (or Modules)
« Reply #1 on: August 28, 2010, 09:15:30 am »


               There are problems with incorporating puzzles into PWs. One problem with puzzles in any NWN setting is that they require either a DM or extensive scripting to make, but in a PW this problem is compounded by the fact that it only really needs to be solved once before the answer gets posted in the forums and whole community knows how to beat it. <><>

               


                     Modifié par Urk, 28 août 2010 - 08:16 .
                     
                  


            

Legacy_Genisys

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Puzzles and Persistent Worlds (or Modules)
« Reply #2 on: August 28, 2010, 03:46:32 pm »


               

Urk wrote...

There are problems with incorporating puzzles into PWs. One problem with puzzles in any NWN setting is that they require either a DM or extensive scripting to make, but in a PW this problem is compounded by the fact that it only really needs to be solved once before the answer gets posted in the forums and whole community knows how to beat it. <>


lol Yeah I'm still laughing...

Good perspective Urk, it's true, they only need to answer it once, and then the "guild" knows the answer..

However, making multiple random puzzles is great, like your riddles leo...

However difficult puzzles, like the riddles you created (from the web), are next to impossible without googling them...
(Which most will just give up & walk away if they don't know how to google)

If your talking about simple puzzles, then sure, but I see puzzles as etertaining, and if someone doesn't want to be entertained, then let them ask their buddies for the answers, but that's their loss..

You don't have to make a bunch of puzzles to have a great module, because in all honesty Leo, you have a great module, puzzles or no...
               
               

               
            

Legacy_tmanfoo

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Puzzles and Persistent Worlds (or Modules)
« Reply #3 on: August 28, 2010, 06:11:36 pm »


               I played on a module called The CEP Nexus, and they had a large variety of puzzles incorporated into the world.  They also had some very strict rules about killing all your spawns, and not sharing ‘secrets,’ to keep it fun for others.  I’d still be playing there if it had a population to speak of.  Perhaps some of us could go check it out and give it a population?