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Picture this: >you're DMing a game for your friends >The

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Picture this:
>you're DMing a game for your friends
>The PCs are faced with a challenge
>they manage to deal with it, but their solution wasn't perfect and led to some loss of resource, like hitpoint damage or using up a magic item for example
>after the game, the players ask you "What was the actual solution to the challenge? What were we supposed to do?"

Do you tell them, /tg/?
>>
>>51758227
Depends on the challenge, to be honest. If there's any chance they could get back to it/reattempt it, then no. Otherwise sure, why not?
>>
>>51758227
Chances are I'm not using the same challenge again. So, sure, why not?
>>
Yes. But only if it won't be relevant in the future.
>>
>>51758227
There was no "actual solution". They had goals, I threw an problem in their way, they came up with their own way around it, and the game went on.
>>
>>51758227
>you're DMing a game for your friends

Can we at least try to be realistic here?
>>
>>51758845
This, no problem has a perfect solution, the players will find their way
>>
>>51758857
>You're DMing a game on Roll20 for a bunch of randos.
>The PCs are faces with a challenge
>they manage to deal with it, but only because the dumbass barbarian figured out a solution on accident, but it cost them a loss of resource like hitpoint damage or using up a magic item for example.
>after the game, That Guy demands to know what the solution to the challenge, accusing you of pulling GM bullshit out of your ass.

Better?
>>
Depends on the group

When I make problems like these, I always make sure I personally think of at least three solutions.

If the group is clever, then instead of leaving them I either alter the scenario or make them "trap" options, though not so severe that it's bullshit. One of my players is more dastardly clever than I am, but he thinks it's the other way around.
>>
>>51758227
"Anything that worked."
>>
>>51758227
If I'm running a published adventure and the problem/obstacle was in a location they'd never return to or an enemy they won't face again, I don't mind telling them whatever was the most optimal way of doing stuff.

If it's just shit I make up though, it's this: >>51758845
>>
Yeah, if they can't redo it.

For instance:
>Party gets cornered by super Orcs (TM)
>Archers in every window
>Shield every door
>Trapped inside
>Slowly gets pushed back to the roof

The PLAN was a friendly Dragon was going to come along
What actually happened:

Rogue of all people walks up to the commander
>"Fight me coward!"
>He accepts
>It didn't go well
>Now party is going to have to explain to the Cucked prince why the Princess they where ordered to rescue is currently marrying that SuperOrc (TM) and becoming a birthing whore for his army.

But, hey-ho silver lining, this is a far more interesting turn of events.
>>
>>51758227
I make up some bullshit

I never make problems with pre-built solutions. It's pretty much always just based on the first interesting solution the players come up with.
>>
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If the thing they "missed" was from them being assumptive about things then I'll bring it up a little after the fact.

My players recently cleared a cave and only looted the big enemy. They all just assumed that someone else had looted the little one who actually had all the clues on him. As a designer you kind of have to assume that your players will act in certain ways (like looting chests, fighting enemies etc) so if they don't I use revealing the solution after the fact as a form of teaching them how my game world works.

seriously though, what kind of players don't actively loot every fucking corpse? Especially when there's a corpse that's dressed completely differently to all the others...
>>
>>51758845
This is generally how I handle puzzles
Even when there's a 'hint'
Thread posts: 15
Thread images: 2


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