So I was reading the opening scenario in Red Nails the other day, and was thinking what a great dilemma to challenge players, and get them to think beyond "I swing my sword" to get out of a situation.
A quick summary of the situation:
* You have an enemy that is heavily armored on over 95% of his body, making your weapons useless in these areas.
* You have a tireless enemy you can't outrun, that never sleeps. It also has the scent ability and can easily track you.
* You have a steep crag the enemy can not climb, offering you sanctuary. However, you don't have food and water.
* You don't have reach weapons or ranged weapons. You do have swords.
* You have access to long, slender branches, not strong enough to be used as a spear, vines, and apples of Derketa.
You all remember how Conan got out of that one. Pretty neat challenge.
I love providing a wide range of challenges to my players, including puzzles. I've got some nice books for dungeon traps, things like the Riddle Rooms books, the Grimtooth series, and so on. The problem I find with these elaborate traps and riddles is explaining why they were built in the first place. Why in the world would anyone go through the trouble just to kill you? If you want to trap a room, and you have it fill up with water, why would you place a tablet there with a riddle on it that gives you the key to get out of the room? Just let them drown. Anyone who should be in the place, just tell them how to bypass the trap. No need to lay the answer out there for tomb robbers to figure out.
So when I see scenarios like at the begging of red nails, I get happy. These actually make sense. And if you're running an episodic style game with High Living and the like, it's pretty easy to set something up like this at the beginning of a session, b/c you, the GM, decide where the PCs are and what resources they have available.
Having said all of that, what problem solving scenarios like this have you seen in games, literature, movies, etc, that would be good to steal for my game? I would love to hear what you've got!
Thanks in advance!
A quick summary of the situation:
* You have an enemy that is heavily armored on over 95% of his body, making your weapons useless in these areas.
* You have a tireless enemy you can't outrun, that never sleeps. It also has the scent ability and can easily track you.
* You have a steep crag the enemy can not climb, offering you sanctuary. However, you don't have food and water.
* You don't have reach weapons or ranged weapons. You do have swords.
* You have access to long, slender branches, not strong enough to be used as a spear, vines, and apples of Derketa.
You all remember how Conan got out of that one. Pretty neat challenge.
I love providing a wide range of challenges to my players, including puzzles. I've got some nice books for dungeon traps, things like the Riddle Rooms books, the Grimtooth series, and so on. The problem I find with these elaborate traps and riddles is explaining why they were built in the first place. Why in the world would anyone go through the trouble just to kill you? If you want to trap a room, and you have it fill up with water, why would you place a tablet there with a riddle on it that gives you the key to get out of the room? Just let them drown. Anyone who should be in the place, just tell them how to bypass the trap. No need to lay the answer out there for tomb robbers to figure out.
So when I see scenarios like at the begging of red nails, I get happy. These actually make sense. And if you're running an episodic style game with High Living and the like, it's pretty easy to set something up like this at the beginning of a session, b/c you, the GM, decide where the PCs are and what resources they have available.
Having said all of that, what problem solving scenarios like this have you seen in games, literature, movies, etc, that would be good to steal for my game? I would love to hear what you've got!
Thanks in advance!