Puzzles as Story
Posted by: Jendor -- July 03, 2015
How to create thematic puzzles by connecting your adventure's key people, places, and things
Tony Medeiros, LeonineRoar.com
Puzzles are unique games within your game that challenge your party's reasoning and creativity. The best RPG puzzles involve putting things in a certain order while being thematically connected to the adventure.
One of the best puzzles you can use is the ordering story puzzle where you create engaging visual stumpers that draw on the major themes, people, places, and things from your adventure.
In todays Roleplaying Tips, I'll show you how to craft ordering story puzzles, plus I'll give you a way to practice and test your newfound puzzle talents.
Choose 4 Story Elements
To create your puzzle, first identify the inspiring adventure cornerstones from your existing module or plans.
Four of the key story elements to identify are:
To pick a theme, skim the adventure to see what type of tone it sets, or what idea or message is core. A general or more specific theme is fine. Use whichever one sounds more engaging to you. You can choose more than one theme for a richer, more layered puzzle. Horror, mystery, romance, imprisonment, betrayal, revenge, or murder are examples of excellent theme choices.
Person or Creature
For your second story cornerstone, choose a prominent or star character. Review the adventure and choose any figure that drives the story, such as a major protagonist or antagonist. This creature's personality or actions permeate the story and influence many scenes. For example, a local citizen turned spell-wielding criminal brought to justice by the party seeks revenge when he escapes his specially constructed cell. Or a brilliant but arrogant noble suddenly disappears afterfinishing the construction of his masterpiece a trap-filled mansion. Either character makes a great NPC cornerstone for your puzzle.
Next, choose an important location from your story. What makes a location important? It's one that gets mentioned or visited several times. Major NPCs, clues, or valuable items can be found there. Its history or features draw others and thus the action or story in. The bandit's special cell or the noble's death trap mansion are excellent location choices to bake into your puzzle.
Item or thing
Finally, choose one key item or thing from the adventure to be part of your puzzle. Like location, make sure this item is featured prominently throughout the story. Look for multiple mentions or uses. Determine why this item is so important. Mundane or magical, make sure it's a key part of the story. The magic-wielding bandit's spellbook is ancient and unusual, owing to his sudden ability to cast powerful spells that defeat imprisonment. Or the brilliant noble was so obsessedwith time that water clocks or hourglasses make up much of the mansion's dιcor and its deadly traps.
Choose 4 Puzzle Pieces
To continue creating your story puzzle, identify the following four key puzzle components:
First, decide on the physical vessels of your puzzle. What items show or hold the puzzle itself? Choose an item that can communicate large amounts of visual information quickly. For example, statues, paintings, tapestries, and even walls make excellent vessels.
Next, decide what visual clues to use in your physical vessels. What features on the vessel jump out at you? These are the features the party must interact with by moving, striking, pressing, speaking to, lighting, casting spells into, and so on, to begin solving the puzzle. Statues depict distinct types of people or creatures, while paintings and tapestries may show entire events or stories including battles, great feasts, or journeys. Walls may have imagery etched into them.Such imagery might be intended to send an important message or warning.
Third, decide what type of order your puzzle's solution requires. What one thing is off about the visual aspects of your puzzle? The party interacts with and re-orders this attribute. Numbering and time are two of the best options.
Numbering is the simplest and quickest choice for visual puzzles. To use a numbering puzzle, simply decide what order the visual clues must be put in. Think of it as getting the right combination on a lock. The mounted busts of monster trophies need to be turned sideways in a certain numerical order bear first, dragon second, dark elf last.
Time is one of the best ordering types for visual puzzles. Time helps tell a story. For example, the order of a feast is off. Dessert is shown being served first, not last, and some meals look half-eaten early, and full later. The party must re-drape the tapestries in the correct order so the feast more naturally unfolds.
Want to level up your numbering order solution to a time-based one? It's easy to add this layer. Remember, time helps tell a story. The order in which the hunter defeated each monster thus becomes the correct combination. It's possible the players may not realize they need to order it for that reason, but if and when they do, it makes the puzzle more engaging.
Finally, finish off your puzzle pieces by selecting one or more fitting rewards. Passage, knowledge, and treasure are the best rewards. For their creative efforts, the party should now be able to enter a new area they couldn't access, learn something helpful about someone or something in the adventure, or discover hidden wealth or magic.
Connect Story & Puzzle
With your four story and four puzzle elements selected, it's time pour them into the puzzle mix. Connect the story and puzzle elements. Create or identify a logical, thematic association. Match up imagery or similar items from your lists of story and puzzle elements. Your goal is to bake story elements inside the framework of your puzzle.
Here are example lists of both sets of elements and how they might connect:
Story + Puzzle Elements
You've now created and connected eight different story puzzle elements. You've created a relevant puzzle that's inspired by your adventure. This is how you accomplish puzzles as story.
Clueless? Roll for it!
Players will get stuck on puzzles, so getting a clue is important. Most game systems have some sort of mental ability check to guess, notice, or remember something helpful to get a clue. Oblige players who ask for and roll this and encourage players to do so if they're struggling to solve the puzzle.
When giving out these clues, provide either story or ordering clues to solve a particular aspect of the puzzle. Provide a single step to solving the puzzle. Draw upon the story's key themes, characters, places, items, and events when describing a clue.
For example, you might say, "You remember how the hunter was known for his love of telling and hearing dragon stories at every tavern he visited." This suggests the dragon trophy bust may be the first that needs to be interacted with in the puzzle.
Or you might say, "You remember that you first jailed him at sunrise." This suggests the first image to interact with in a sequence is the one that looks like a rising sun on the horizon the sunrise image.
An Example Puzzle Scenario
Here is an adventure scenario with a puzzle. Can you identify four story elements and four puzzle elements of the puzzle? See below the passage for answers.
* * *
Rayne was a simple cutpurse, eking out something of a life between giant bug killing jobs with her sword and staff-wielding friends.
Hey, it was a start. The sewers were suddenly crawling with them for some reason, and the guard was overwhelmed and uninterested.
But then one night after squishing some giant beetles, Rayne fished a dirty old spellbook out of some rich folk garbage behind the Silver Dove tavern. She'd never cast a spell in her life, but the book helped the arcane letters, shapes, and drawings make sense. She wasn't cold anymore, her fingers tingled with warmth. Her hunger for food was replaced with a new hunger for magic.
Some weeks later, she used her newfound magic to quietly break her and her friends into a disgustingly showy mansion. Marc and Ellia Breyeaux's were minor nobles in poor health and trying too hard. But, they dealt in elven art and had just gotten their hands on a set of warm, silky elven blankets with stories to tell. The blankets were a set of five. Each was said to have woven images from history. Images glowed and vibrated with magical warmth.
Rayne's book, which she had not-so-elegantly dubbed Talking Trash, told her she had to have them. So she persuaded her friends to help and made it easier for them to agree by shielding them with spells of quiet and shadow while she led them about the haughty place.
They found the blankets soon enough. Bathed in the soft light of the magical cloud chandeliers above, they were draped from the south wall across the statues of birds and sleeping babies. Sky blue cotton and silk trim radiated with magic.
"Perfect," Rayne exclaimed inside her head, trying not to giggle with excitement. "Okay, let's get these home," she whispered to her friends.
She pulled gently on a blanket but it wouldn't budge. And then another with all her strength. Nothing. No surprise, they were magically protected.
Then she felt a draft. Behind the draped blankets, her friends had found a door-sized outline in the wall. It was just as immovable. The draft was cold, but the near-invisible door had a soft blue tinge and was warm, just like the enchanted blankets. Rayne began to wonder if the two were connected.
Rayne studied the blankets' images. Left to right, the images on the five blankets did tell a story but not one that made sense.
Left to right, she saw a man and woman in fine wedding clothes, a newborn in a crib and someone reading it a book, a young couple drinking with friends at a tavern, an old woman with a soft smile and a single tear on her cheek, and five children laughing, playing and chasing after birds.
Each of the blankets also had the outline of an infant-sized hand stitched in silver thread to their bottom right corners.
Rayne placed her hand on the hand stitch of the blanket of the image of the newborn baby and the entire blanket hummed and lit up in a soft, warm, blue glow. The wall behind the blankets shuddered ever so slightly. "Ohh," Rayne purred. "I think I've got it..."
* * *
Possible story elements include:
Possible puzzle elements include:
Did you choose different story or puzzle elements? If so, reply to this email and let us know which ones and why you selected them.
You're now ready to use puzzles as story in your game! You've learned how to identify and match story and puzzle elements to create engaging and immersive puzzles in your adventures.