Thursday, November 11, 2010

Puzzles in Role-Playing Games

This was posted as a comment on Rodrigo Lopez's article here: http://www.majorspoilers.com/gamer%E2%80%99s-corner-puzzles

My theory on why puzzles don’t work in role-playing games is that the two are just related and unrelated enough to be weird together.

Let’s try and think of some analogies. Here’s one: CG faces. There’s a certain sweet spot, or hump, between totally unrealistic and totally realistic, where CG faces become really weird. Unrealistic faces, like on toy cowboys and anthropomorphic cars, work fine. But people react badly when they think you’re trying to fool them into thinking a face is, or could be, real.

Here’s another analogy. Puzzles in RPGs are like taco sandwiches. You don’t butter a taco and put two slices of bread around your taco.

And a third analogy. Many of us get really pissed off at writers who pull the “it was all a dream” trope in a comic, novel, video game, television series, or movie. It’s kind of like the inverse of breaking the fourth wall. Instead of having four walls, there are now eight walls, as well as the possibility of an infinite regression of inner narratives.

Basically my point is that a D&D game is already a kind of puzzle. You can think of any RPG encounter as an elaborate versions of Chess puzzles, where the PCs themselves are the pieces. A good Chess puzzle makes creative use of the space of the board, and the conceptual space of what is allowed by the various theories of piece movement.

In Chess puzzles, it is virtually inconceivable that you would have the pieces stand in the centre of the board and hand the players a substitution cipher, and state that the Chess puzzle will be won when they complete the cipher. In that situation you might as well just get rid of the Chess board and play a different kind of puzzle.

I haven’t actually implemented this, but I have a theory about a sort of Denny’s placemat-and-crayons type of D&D adventure. In which combat and role-playing are just two of the half-dozen or so activities that make up the entire evening. Basically instead of personifying your characters, you are asked to look at them from six or seven different angles, sometimes from far above, sometimes close up, sometimes over longer periods of time, and sometimes over shorter periods. Your characters might not even resemble themselves when you change the lens you’re looking at them through.

What this also means though is that a character sheet might be insufficient to really represent all the facets of a single character. On the other hand, we already know that character sheets are notoriously complex and contingency-based, so it should be possible to use some of those numbers in interesting ways that aren’t always necessarily moving the players around on a 1-inch grid.

I don’t mean to denigrate the 1-inch grid though. I think the game can be perfectly rewarding if it is cast as a series of puzzles that all play out on a 1-inch grid. I still think there’s infinite possibility there.