help with puzzles?

By alphamegatron, in Star Wars: Edge of the Empire RPG

Hey everyone! I'm making a campaign about relic hunters set in the rebellion era. I've got some ideas about mini puzzles the players have to do in order to open doors or access bridges and such. But I was wondering what resources the community can offer. It's 3:30 am though, so I'm heading to bed! I'll write up some more details when I'm awake!

Thanks everyone!

Don't know if my opinion will fill your demand or if I missunderstood what you where asking for mate but I suggest to you an alternative based on my game style. Oh and welcome :D

In my opinion roleplaying main goal is roleplay. Test players knowledges or intelligence wouldn't be the main goal because this isn't a match/competition between GM and players.

From my point of view the main essence is build an awesome story. The ones who made the test or the resolutions are the PC's not the players. Of course that always is good and awesome when players deciphers an enigma without rolling dices but remember that you are testings PC's Cunnung, Intellect, Agility... or other skills, not the players (in some cases can create even frustrations).

Finally trying to back to post (sorry again if I missunderstood your intentions alphamegatron) I suggest to you classics like Indiana Jones, Hunger Games or other movies with awesome "puzzles" and hazzards. If do you want to be even further there is a movie called The Box (18+)

Good gaming and welcome agains :)

Maybe get them to do Knowledge checks (look at the rulebook to see which one would fit best), or perhaps Perception checks to spot them.

If you were doing puzzles, threats or despairs on checks might set off traps (not trying to sound like Indiana Jones) and force an Athletics check to dodge and avoid wound or strain damage.

Don't have solutions. Just have problems. When the plays ask questions and present solutions say yes.

You present the players with a door with no door handles. Ask them how they go about figuring out how to open the doors. The best idea the players come up with is the solution. roll dice to see if they can execute their solution.

Don't have solutions. Just have problems. When the plays ask questions and present solutions say yes.

You present the players with a door with no door handles. Ask them how they go about figuring out how to open the doors. The best idea the players come up with is the solution. roll dice to see if they can execute their solution.

Don't roll dice if no alternative solution presents itself, or you might end up stuck.

I also like introducing a Force-vision test, rather like the one Luke faced in the cave on Dagobah. It could happen in a location such as a shrine of Kooroo or something similar.

-Nate

Yeah, never have a single solution to any "puzzle" or even dilemma that your party might encounter during the course of the adventure.

Players are generally a wily and creative bunch, so they may approach a problem from an angle that you never once considered.

But don't go in with zero solutions on hand either, or simply agree to the first thing out of their mouths. Have at least two or three ways the group could solve the puzzle/dilemma, so that if they do get well and truly stuck you can provide hints, but still be open to a player suggestion if it sounds cool, plausible, or better yet both.

Sadly, it bears mention that given their nature this is something that pre-packaged modules can't avoid, as their very nature requires the author to generally establish a "one true path" for the series of events that make up the module. It's simply the nature of the beast, be it a short "beer & pretzels" jaunt or one of those mega-adventures meant to take the PCs form starting level to the heights of power.

Not to give another game a nod, but the Atomic Robo RPG has a pretty Kool way for a team to figure out puzzles in an in game context

Hey everyone! I'm making a campaign about relic hunters set in the rebellion era. I've got some ideas about mini puzzles the players have to do in order to open doors or access bridges and such. But I was wondering what resources the community can offer. It's 3:30 am though, so I'm heading to bed! I'll write up some more details when I'm awake!

So one thing that one of my GMs has done is to take puzzles that have been used in Star Wars computer games and re-use them in the campaign. If you ever played that computer game, then you’d be able to easily solve that puzzle. Or, if it was something simple like the Towers of Hanoi, anyone with previous experience in Computer Science or Mathematics would have a good chance of solving that one in about ten seconds.

Not a bad idea if you don’t overuse it. Otherwise, I like many of the other suggestions here.

Hey everyone! I'm making a campaign about relic hunters set in the rebellion era. I've got some ideas about mini puzzles the players have to do in order to open doors or access bridges and such. But I was wondering what resources the community can offer. It's 3:30 am though, so I'm heading to bed! I'll write up some more details when I'm awake!

Thanks everyone!

Find a very evocative image of the door and show it to the players. Their third good idea will open the door.

It works wonders... They feel smart and are happy to see that their ideas and actions DO work. It gives a lot of dynamics to the game, rather than slowing it down.

Hey everyone, thanks for the replies! I'll get to reading them all soon!

I guess to further explain, as a reply was posted, something similar to Indiana Jones and the last crusade, where they had to spell God in....... Uh.... Hebrew was it? Joway (spelling...)

I have some easy type puzzles set up, like needing three "keys" to unlock a door, standing on the stepping stones to unlock a lever/door. Rudimentary type things. But I'm also looking for more.... Nothing tomb raider like I suppose. Since combat isn't the only thing relic hunters have to do to obtain their "bounties," I don't want every scenario to be, land on planet> find temple/dig site>combat> relic at the end of the hall. Get what I mean?

Double post.....

Edited by alphamegatron

Definitely like your guys ideas. A little back story to the campaign...

The story is set probably between episode 5 and 6. The characters work for a free lance service that excavates dig sites, ruins, and ancient temples for relics. (As a side option, a players father used to own his own relic hunting business, but since his father became in debt, the company his father is indebted to took over the family business. Now the son wants to buy back the business and has to work of his father's debt.)

Because the big company took over the smaller business, there are some relic hunters who are the alpha dogs, and will prove their superiority over the players by any means, including sabotage and theft.

Not only that, but also eventually the players will be unknowingly aiding the Emperor in his research for the dark trooper program. Eventually this will open open up the rebels, and the accidental rebel/wrong place right time story, forcing the players characters into the spiral of the rebellion.

That's basically what I thought about. Think of all the temples and force hauntings. The players pick up an ancient lightsabre, and the next thing you know their cups are moving, books pages have been turned, and their ship's hyperdrive malfunctions more than usual. I think it had potential, but as I said in my previous post, it has to be more than just combat, walk to the end of the hall, and pick up their relic. Ancient Pharaohs had/have many secrets about their tombs and pyramids, so do ancient Sith, Massassi, Jedi, and even twi'leks (though probably not as sophisticated....)

Not to give another game a nod, but the Atomic Robo RPG has a pretty Kool way for a team to figure out puzzles in an in game context

For myself I do not own, nor intend to own Atomic Robo RPG, care to explain the way they suggest to add puzzles to the game please?

I guess to further explain, as a reply was posted, something similar to Indiana Jones and the last crusade, where they had to spell God in....... Uh.... Hebrew was it? Joway (spelling...)

“Jahweh”, I believe. See also http://www.thefreedictionary.com/Jahweh