Plausible puzzles for a Traveller campaign?

Corvus

Mongoose
I like to incorporate logic puzzles, like the classic "Knight and Knave" ones, into my games. This is easy in fantasy games, where one can say a wizard created the puzzle for some unknowable purpose, but in Traveller I want the puzzles to have a purpose and fit into the setting. As well, the puzzles can't be something the player or the character can just type into a computer to solve. Lateral-thinking-type puzzles seem to be best.

For example, in my campaign I gave the players a map of a building to explore and placed a false wall in the building. They had to realize the building did not match the map exactly, and figure out how to enter the hidden room.

Can someone suggest example puzzles, or a book or web site of such puzzles?
 
You might be able to twist this one to your needs...

For locks/secret ways and to find calculate passwords (derived numbers could be passcodes or coordinates) you might use sudoku or variants - such as here - if your players are math oriented.

And this one has several types.
 
If you kids nearby, you may wish to "borrow" some electronic games...Simon remains a favorite of mine for electronic locks. I also employ an electronic timer which counts down with a spoken voice to add suspense and a challenge to my tasks that I simulate with rolls. So, if the players do not make the right rolls we take action from there.
 
I like puzzles too. Especially since they challenge the players, not the characters so you kind of break the fourth wall there.

My concern is, if the puzzle is connected to some electronic lock or such (I love Kafka's idea to introduce a Simon game as a secret access code prop) how do we prevent the player's from say, stating their character will use Computer skill to hack the lock and over-ride it?
A character with some heavy computer skill, hacking software, some skill boost implants, and taking their time only has to beat that 8 to have the intentions of a character's action be a success.
 
render their skills as unavailable, no jack socket for the terminal, not compatible with their software, maybe it requires a manual interface.

If it is a security device it would probably have safeguards for hacking anyway.
 
Some puzzles where used as training & evaluation tools of merchants
(the jugs and dividing the liquid equally & crossing the river with animals that will eat each other if left alone)

Some puzzles (today) were common knowledge back long ago. So, it might take a history skill/knowledge to what the puzzle refers to.
(the 3 kings of Orion, refering to the 3 stars in Orion's Belt.)

Get some color stones
red, blue, green, yellow, orange

Then have them figure out the correct combination of them to open things

red, blue, green, orange, yellow (3, 4, 5, 6, 6 Yellow is last because it's Alpha after Orange)

blue, green, orange, red, yellow (alpha)

red, orange, yellow, green blue (spectrum)

There are many things that you could do with 5 colored stones, especially if they are shaped as a prisim or monocular.

Dave Chase
 
Woas said:
My concern is, if the puzzle is connected to some electronic lock or such (I love Kafka's idea to introduce a Simon game as a secret access code prop) how do we prevent the player's from say, stating their character will use Computer skill to hack the lock and over-ride it?
A character with some heavy computer skill, hacking software, some skill boost implants, and taking their time only has to beat that 8 to have the intentions of a character's action be a success.

I wouldn't try and completely prevent it at least in most cases, they should be able to use the skills their character has available. Or you are going to hear about it.
 
AndrewW said:
Woas said:
My concern is, if the puzzle is connected to some electronic lock or such (I love Kafka's idea to introduce a Simon game as a secret access code prop) how do we prevent the player's from say, stating their character will use Computer skill to hack the lock and over-ride it?
A character with some heavy computer skill, hacking software, some skill boost implants, and taking their time only has to beat that 8 to have the intentions of a character's action be a success.

I wouldn't try and completely prevent it at least in most cases, they should be able to use the skills their character has available. Or you are going to hear about it.

Sure, my games always emphasis role playing. However, I would then give a sense of urgency such as security guards taking potshots over their heads creating a melee situation whilst they use electronics to disarm the lock.

And, if they fail a second time, then they can get captured and go through the door that way.
 
Another idea would be an acoustic lock kind of puzzle.

Kind of like Simon, in that the characters have to identify and sound the right sequence of notes.

Unhackable because the lock isn't electronic - it's mechanical, with the tumblers being set to specific frequencies. The first to the first note. The second to the second note plus the resonance of the first, etc. This keeps the players from triggering tumblers out of order.
 
Back
Top