Monday, November 2, 2020

Roleplaying Traps

Traps, riddles, and puzzles can be a strange beast in roleplaying games. We don't expect the player to physically lift the portcullis, we make a ruling based on the character's Strength. So why do we expect the player to solve the riddle as opposed to the character?

Some say we shouldn't. The GM should make a ruling and possibly ask for a roll based on the character's Intelligence. But that seems boring.

Some say mental stats shouldn't apply to this aspect of the game. The fun is actually solving the puzzle not simulating solving a puzzle, so let the players have at it regardless of character. But that can break verisimilitude. Why are we pausing the role-playing to solve a riddle as friends around a card table in mom's basement?

Some players aren't good at or don't enjoy puzzles but would still like to play a brainiac. Some players are great at puzzles but want to play a dumb brute. The best answer always depends on your table, but here's my approach:

If the table doesn't like puzzles don't put them in your game at all. Narrate the smart characters solving them or perhaps making a roll, and for the love of the gods don't hang a choke point in your adventure on it.

If the table likes puzzles, test the players but feed the clues to the most Intelligent characters. If the player that is really good at puzzles happens to be playing the dumb brute, encourage the player to *gasp* role play solving it. This can be good fun and quite humorous when the character solves it by "accident" or "unknowingly" asks the right questions that point the more Intelligent characters in the right direction. Don't be condescending, but play it innocently, whole-heartedly, and convincingly.

By the way the same sort of principles also apply to awkward nerds that want to play a Casanova, or to emotionally intelligent players that would like to play someone socially daft. Feed relevant information to the appropriate characters. Encourage players to role-play unlikely outcomes for their ill-suited character or indirectly set up the "appropriate" character for success by playing the foil, the fall guy, or the dupe.

P.S. I'm intrigued by the idea of only having physical stats and relying on the player's Wisdom, Intelligence, Charisma, etc. Go ahead and role-play convincing the guard to let you into the party. The GM can make a ruling or ask for a roll depending on how convincing they think you were. Food for thought...


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