My group like occasional puzzles to solve as part of
the game. What puzzles have you seen that make games more engaging?
We've used simple ciphers, and we've used mathematical codes.
I remember a TML posting where a message was encoded into a printout of amino
acid chains. It's not necessarily a puzzle, but certainly very interesting.
I bet astronomical puzzles would go over well, either real ("that looks like
Orion") or Traveller ("that looks like the route from Regina to
Efate").
I'd probably use the same stuff that us GMs and players use. For instance
UWPs and UPPs would exist as actual data in my TU (for a while I didn't see
it that way). UWP is easy, but UPP was a little more abstract IMHO.
So I could see a cypher or code that's built inside a set of Jump Navigation
coords. And incrementing or decrementing them for each jump.
The actual data might see non-sensical (eg, Regina is the first system, Core
is the second, Terra/Earth next, Zhodane in there) but those possess the
requesite data to further the plot/mystery.
A little sloppy but often the UWPs don't cooperate when you need them too!
For D&D years back, I made a crossword puzzle with a few letters filled in to
make a puzzle out of finding out what a scroll or magic item did. The idea
was that the scroll or item had hieroglyphs on them and the crossword was a
representation of that (I didn't have time to make a whole language/glyph
alphabet at the time). Hmmm, I think I had just gotten some graphics software
when I made that too
I had an idea for a Traveller adventure where a Patron had hired a bounty
hunter to get something at an auction for him. He was in the hospital with a
broken leg (skiing accident) and he was certain someone was after him and
hired a professional.
The bounty hunter sent a hacker ahead of schedule (before the auction) to the
TL8 world with TL10/11 gear to map the auction house and hack into the
electronic bidding system. This way she was certain to obtain the item (and
face the opponents who would come for her). The idea was that the auction
house conducted multiple virtual auctions and guests carried hand-comps
supplied by the house with the ability to bid in multiple auctions
simultaneously. THis made the adventure a mapping/hacking puzzle tandem;
followed with a combat conclusion.
Grabbing jump navigation records is a prominent theme in MTU where it's
important to be able to look at a ship's nav records to see where it's been
in the past.
As for actual puzzle examples, I'd have to ponder that a bit more.
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