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	<title>Comments on: Getting Out Of The Ditch</title>
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		<title>By: mougoo</title>
		<link>http://www.gnomestew.com/gming-advice/getting-out-of-the-ditch/comment-page-1#comment-9519</link>
		<dc:creator>mougoo</dc:creator>
		<pubDate>Thu, 13 May 2010 16:07:44 +0000</pubDate>
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		<description>I usually experience this problem a bit differently. I generally have little problem figuring out if a player is getting frustrated, and it is generally easy to determine the best kind of bone to throw that player.

But notice I used &quot;player&quot; in the singular.

When it becomes &quot;players,&quot; things get muddied. I&#039;ve been in situations with four other players, where three are ready to have the gods fire an arrow from the sky into the lever that opens the door, but the fourth player says, &quot;No, I&#039;ve almost got it figured out!&quot;

I&#039;ve tried myriad approaches to this: letting the 3 players deal with the obstinate fourth, letting &quot;majority rules&quot; dictate and letting down the fourth, trying to provide a blunt clue (which can backfire!), etc... 

One player who is stymied is easy to deal with, but a handful who experience the game differently get far more challenging.

Damn players....

;)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9519&#039;,&#039;mougoo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I usually experience this problem a bit differently. I generally have little problem figuring out if a player is getting frustrated, and it is generally easy to determine the best kind of bone to throw that player.</p>
<p>But notice I used &#8220;player&#8221; in the singular.</p>
<p>When it becomes &#8220;players,&#8221; things get muddied. I&#8217;ve been in situations with four other players, where three are ready to have the gods fire an arrow from the sky into the lever that opens the door, but the fourth player says, &#8220;No, I&#8217;ve almost got it figured out!&#8221;</p>
<p>I&#8217;ve tried myriad approaches to this: letting the 3 players deal with the obstinate fourth, letting &#8220;majority rules&#8221; dictate and letting down the fourth, trying to provide a blunt clue (which can backfire!), etc&#8230; </p>
<p>One player who is stymied is easy to deal with, but a handful who experience the game differently get far more challenging.</p>
<p>Damn players&#8230;.</p>
<p> <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/getting-out-of-the-ditch/comment-page-1#comment-9518</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Thu, 13 May 2010 16:00:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=6613#comment-9518</guid>
		<description>I&#039;ve often felt that if the group can&#039;t get on track within a reasonable amount of time, then I have done something screwy as a GM.

Furthermore, a GM should never hinge the entire adventure around one clue or plot element without providing alternatives for getting such crucial information.

I like the ideas in this article. I also agree that each situation is different. We all have &quot;off&quot; nights where we collectively can&#039;t think our way through a wet paper bag let alone solve a mystery. A good GM will help things get back on track with one of these methods or come up with something else.

A GM shouldn&#039;t let such a situation bog the game down in minutia for the duration of the session. That only increases player frustration and tedium, neither of which makes for a good game session.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9518&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve often felt that if the group can&#8217;t get on track within a reasonable amount of time, then I have done something screwy as a GM.</p>
<p>Furthermore, a GM should never hinge the entire adventure around one clue or plot element without providing alternatives for getting such crucial information.</p>
<p>I like the ideas in this article. I also agree that each situation is different. We all have &#8220;off&#8221; nights where we collectively can&#8217;t think our way through a wet paper bag let alone solve a mystery. A good GM will help things get back on track with one of these methods or come up with something else.</p>
<p>A GM shouldn&#8217;t let such a situation bog the game down in minutia for the duration of the session. That only increases player frustration and tedium, neither of which makes for a good game session.
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		<title>By: Roxysteve</title>
		<link>http://www.gnomestew.com/gming-advice/getting-out-of-the-ditch/comment-page-1#comment-9508</link>
		<dc:creator>Roxysteve</dc:creator>
		<pubDate>Wed, 12 May 2010 14:43:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=6613#comment-9508</guid>
		<description>&lt;a href=&#039;#comment-9503&#039; rel=&quot;nofollow&quot;&gt;@Kurt &quot;Telas&quot; Schneider&lt;/a&gt; - I&#039;ve done that too, and it works well because you can guide the players with leading questions without breaking suspension of disbelief. 

Also, of course, when the players are stuck they&#039;ll cut the DM a lot of slack once they twig that they&#039;re being helped.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9508&#039;,&#039;Roxysteve&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-9503' rel="nofollow">@Kurt &#8220;Telas&#8221; Schneider</a> &#8211; I&#8217;ve done that too, and it works well because you can guide the players with leading questions without breaking suspension of disbelief. </p>
<p>Also, of course, when the players are stuck they&#8217;ll cut the DM a lot of slack once they twig that they&#8217;re being helped.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/getting-out-of-the-ditch/comment-page-1#comment-9504</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Wed, 12 May 2010 05:44:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=6613#comment-9504</guid>
		<description>Heather Grove has a great article about this from the player&#039;s side. When you&#039;re lost and don&#039;t know what to do next... &lt;a href=&quot;http://www.errantdreams.com/static/walk&quot; rel=&quot;nofollow&quot;&gt;go for a walk&lt;/a&gt;.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9504&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Heather Grove has a great article about this from the player&#8217;s side. When you&#8217;re lost and don&#8217;t know what to do next&#8230; <a href="http://www.errantdreams.com/static/walk" rel="nofollow">go for a walk</a>.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/getting-out-of-the-ditch/comment-page-1#comment-9503</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Wed, 12 May 2010 03:45:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=6613#comment-9503</guid>
		<description>An NPC in my game usually asks the party to lay out the known facts, and the rationale behind their suspicions.  The NPC will then &#039;play Socrates&#039; and ask questions until the party clues in.  

For instance, the party had been making headway against a cult, but have recently been stymied by a large group of refugees.  Despite my best efforts, the party is not connecting the dots that the two are related.  So their resource on the cult (a somewhat eccentric professor) starts asking them all kinds of questions about their experiences so far.  

When the party gets to the problems with the refugees, Professor NPC notes that they&#039;ve otherwise been well-behaved for the most part, and off-handedly asks if the party suspects a connection between them and the cult.  Light bulbs went off so fast around the table, it looked like someone turned on a chandelier...

I don&#039;t think I&#039;ve overused this technique, but it does seem to risk becoming a habit.  I&#039;ll have to change tactics next time; thanks for the ideas!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9503&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>An NPC in my game usually asks the party to lay out the known facts, and the rationale behind their suspicions.  The NPC will then &#8216;play Socrates&#8217; and ask questions until the party clues in.  </p>
<p>For instance, the party had been making headway against a cult, but have recently been stymied by a large group of refugees.  Despite my best efforts, the party is not connecting the dots that the two are related.  So their resource on the cult (a somewhat eccentric professor) starts asking them all kinds of questions about their experiences so far.  </p>
<p>When the party gets to the problems with the refugees, Professor NPC notes that they&#8217;ve otherwise been well-behaved for the most part, and off-handedly asks if the party suspects a connection between them and the cult.  Light bulbs went off so fast around the table, it looked like someone turned on a chandelier&#8230;</p>
<p>I don&#8217;t think I&#8217;ve overused this technique, but it does seem to risk becoming a habit.  I&#8217;ll have to change tactics next time; thanks for the ideas!
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		<title>By: Dunx</title>
		<link>http://www.gnomestew.com/gming-advice/getting-out-of-the-ditch/comment-page-1#comment-9502</link>
		<dc:creator>Dunx</dc:creator>
		<pubDate>Tue, 11 May 2010 23:21:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=6613#comment-9502</guid>
		<description>This is something that I have struggled with in my Call of Cthuhu games over the years, particularly the &quot;bad roll missing a vital clue&quot; problem. I haven&#039;t often handled it well, but keeping the plot going is something I have resolved to do more vigorously henceforth.

Another thing I often see is the players running after a red herring. These take time, but are also a great way to let the players do what they want giving them the sense of free agency. I try very hard not to shut them down. For example, I once had a player pursuing an NPC who he thought was a vampire. The chase rolls got progressively harder and eventually he found what he thought was the vampire&#039;s lair. In fact it the house of some harmless old lady who woke up in the morning to find the doors and windows in her home no longer squeaked since the PC had been oiling everything as he went to avoid making noise.

[roxysteve] When I restart my CoC campaign, the first session is likely to be a review of information uncovered thus far. Or I could just forge ahead and remind the players as I go, I suppose. Cairo will be much more interesting in that case.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9502&#039;,&#039;Dunx&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This is something that I have struggled with in my Call of Cthuhu games over the years, particularly the &#8220;bad roll missing a vital clue&#8221; problem. I haven&#8217;t often handled it well, but keeping the plot going is something I have resolved to do more vigorously henceforth.</p>
<p>Another thing I often see is the players running after a red herring. These take time, but are also a great way to let the players do what they want giving them the sense of free agency. I try very hard not to shut them down. For example, I once had a player pursuing an NPC who he thought was a vampire. The chase rolls got progressively harder and eventually he found what he thought was the vampire&#8217;s lair. In fact it the house of some harmless old lady who woke up in the morning to find the doors and windows in her home no longer squeaked since the PC had been oiling everything as he went to avoid making noise.</p>
<p>[roxysteve] When I restart my CoC campaign, the first session is likely to be a review of information uncovered thus far. Or I could just forge ahead and remind the players as I go, I suppose. Cairo will be much more interesting in that case.
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		<title>By: Roxysteve</title>
		<link>http://www.gnomestew.com/gming-advice/getting-out-of-the-ditch/comment-page-1#comment-9501</link>
		<dc:creator>Roxysteve</dc:creator>
		<pubDate>Tue, 11 May 2010 21:28:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=6613#comment-9501</guid>
		<description>As a Call of Cthulhu GM I see this lots of times, especially when long breaks from the action have been suffered (my group meets only once a month and any disruption takes us into two or three months break). I always use the walk through or &quot;What do you have?&quot; technique, sometimes circling back to important clues whose import has been overlooked. If that doesn&#039;t work I use the &quot;ideas&quot; roll to seed hints.

As a player I am not great at problem solving but I like to be given the chance. I recently played in a game which had me frustrated beyond belief simply because the GM no sooner posed an interesting conundrum than he promptly fed us the answer to it couched thus: &quot;As a longshoreman you would know that blah blah blah so it takes about an hour for you to figure out the answer is &#039;giraffe&#039;&quot;. It made me want to scream at times. 

In a D&amp;D context, having posed a riddle so cunning the players weren&#039;t able to figure it out I&#039;d get their cleric to pray for guidance and drop hints as dreams.

[Donogh] The initial conditions of the scenario state that this isn&#039;t a desirable path. Sometimes it really isn&#039;t, like when you&#039;re not playing D&amp;D and can&#039;t simply sandbox the night away because the options are huge but boringly mundane due to the absence of wandering monsters. Think &quot;Traveller&quot;. Or that castle assault at the con that was described in the article.

If your idea is workable then there is no problem to begin with and everything is jake.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9501&#039;,&#039;Roxysteve&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>As a Call of Cthulhu GM I see this lots of times, especially when long breaks from the action have been suffered (my group meets only once a month and any disruption takes us into two or three months break). I always use the walk through or &#8220;What do you have?&#8221; technique, sometimes circling back to important clues whose import has been overlooked. If that doesn&#8217;t work I use the &#8220;ideas&#8221; roll to seed hints.</p>
<p>As a player I am not great at problem solving but I like to be given the chance. I recently played in a game which had me frustrated beyond belief simply because the GM no sooner posed an interesting conundrum than he promptly fed us the answer to it couched thus: &#8220;As a longshoreman you would know that blah blah blah so it takes about an hour for you to figure out the answer is &#8216;giraffe&#8217;&#8221;. It made me want to scream at times. </p>
<p>In a D&amp;D context, having posed a riddle so cunning the players weren&#8217;t able to figure it out I&#8217;d get their cleric to pray for guidance and drop hints as dreams.</p>
<p>[Donogh] The initial conditions of the scenario state that this isn&#8217;t a desirable path. Sometimes it really isn&#8217;t, like when you&#8217;re not playing D&amp;D and can&#8217;t simply sandbox the night away because the options are huge but boringly mundane due to the absence of wandering monsters. Think &#8220;Traveller&#8221;. Or that castle assault at the con that was described in the article.</p>
<p>If your idea is workable then there is no problem to begin with and everything is jake.
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		<title>By: Donogh</title>
		<link>http://www.gnomestew.com/gming-advice/getting-out-of-the-ditch/comment-page-1#comment-9500</link>
		<dc:creator>Donogh</dc:creator>
		<pubDate>Tue, 11 May 2010 20:38:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=6613#comment-9500</guid>
		<description>I may be going out on a limb here, but why not allow the intrigue to play out?
Their enemies are trying to do something - if they&#039;re unable to think their way through, then have the plans begin to develop as intended. As events progress, it may become more difficult to stop, but it will give them more clues as to what&#039;s gong on for sure.
I find that players are more responsive in the long-term when they realise they probably should&#039;ve been able to stop things before they got out of hand.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9500&#039;,&#039;Donogh&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I may be going out on a limb here, but why not allow the intrigue to play out?<br />
Their enemies are trying to do something &#8211; if they&#8217;re unable to think their way through, then have the plans begin to develop as intended. As events progress, it may become more difficult to stop, but it will give them more clues as to what&#8217;s gong on for sure.<br />
I find that players are more responsive in the long-term when they realise they probably should&#8217;ve been able to stop things before they got out of hand.
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		<title>By: Nojo</title>
		<link>http://www.gnomestew.com/gming-advice/getting-out-of-the-ditch/comment-page-1#comment-9499</link>
		<dc:creator>Nojo</dc:creator>
		<pubDate>Tue, 11 May 2010 19:43:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=6613#comment-9499</guid>
		<description>Ooops, I used greater than and less than brackets in my last paragraph and the text didn&#039;t display. :)

Should be:

You remember THAT LIBRARY or THAT SAGE had all sorts of information on this. Now you’ll have to RETURN TO ORBIT or DO A FAVOR FOR THE NPC or SNEAK INTO THE DATA VAULT AT NIGHT if you want the information.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9499&#039;,&#039;Nojo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Ooops, I used greater than and less than brackets in my last paragraph and the text didn&#8217;t display. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Should be:</p>
<p>You remember THAT LIBRARY or THAT SAGE had all sorts of information on this. Now you’ll have to RETURN TO ORBIT or DO A FAVOR FOR THE NPC or SNEAK INTO THE DATA VAULT AT NIGHT if you want the information.
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		<title>By: Nojo</title>
		<link>http://www.gnomestew.com/gming-advice/getting-out-of-the-ditch/comment-page-1#comment-9498</link>
		<dc:creator>Nojo</dc:creator>
		<pubDate>Tue, 11 May 2010 19:39:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=6613#comment-9498</guid>
		<description>I love running mystery based RPGs, like Call of Cthulhu or Dark Heresy. There is a nice rhythm to the games, the investigation, the zeroing in on the bad guys, the surprise ally/enemy, combat with minions, the final mystery, the final battle.

Hit and Run: If your players like to beat up NPCs for information, improvise a small hit and run attack on the players, with the NPCs heading for the hills. Ignore the dice that say the NPCs are all dead or all get away. One or more turns out to be alive and present. At least one goes down and gets captured, and that one has information the players need.
If they don&#039;t like beating up minions, the clue could be on the body.

Going Fishing: If your players try *anything* that remotely could work to find them information, let it work. If they aren&#039;t searching near the heart of your mystery, give them a clue to a clue, something that leads them toward knowledge. 

My players recently wanted to find a &quot;Mirror Shop, where we&#039;ll ask about magic mirrors.&quot; I had no mirror shop prepared, and I didn&#039;t think magic mirrors were on sale, but I had the saleswoman remember NPC with information the players need who &quot;came in last week asking for the same thing.&quot; A clue to a clue.

As has been said often in the Stew, don&#039;t let bad dice rolls stop the investigation in its tracks. A bad roll could be interpreted as &quot;You know something is going on here, but you don&#039;t have the foggiest notion what it is. You remember  /  had all sorts of information on this. Now you&#039;ll have to  /  /  if you want the information.&quot; In other words, a failure during investigation is a setback, not a roadblock.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9498&#039;,&#039;Nojo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I love running mystery based RPGs, like Call of Cthulhu or Dark Heresy. There is a nice rhythm to the games, the investigation, the zeroing in on the bad guys, the surprise ally/enemy, combat with minions, the final mystery, the final battle.</p>
<p>Hit and Run: If your players like to beat up NPCs for information, improvise a small hit and run attack on the players, with the NPCs heading for the hills. Ignore the dice that say the NPCs are all dead or all get away. One or more turns out to be alive and present. At least one goes down and gets captured, and that one has information the players need.<br />
If they don&#8217;t like beating up minions, the clue could be on the body.</p>
<p>Going Fishing: If your players try *anything* that remotely could work to find them information, let it work. If they aren&#8217;t searching near the heart of your mystery, give them a clue to a clue, something that leads them toward knowledge. </p>
<p>My players recently wanted to find a &#8220;Mirror Shop, where we&#8217;ll ask about magic mirrors.&#8221; I had no mirror shop prepared, and I didn&#8217;t think magic mirrors were on sale, but I had the saleswoman remember NPC with information the players need who &#8220;came in last week asking for the same thing.&#8221; A clue to a clue.</p>
<p>As has been said often in the Stew, don&#8217;t let bad dice rolls stop the investigation in its tracks. A bad roll could be interpreted as &#8220;You know something is going on here, but you don&#8217;t have the foggiest notion what it is. You remember  /  had all sorts of information on this. Now you&#8217;ll have to  /  /  if you want the information.&#8221; In other words, a failure during investigation is a setback, not a roadblock.
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		<title>By: evil</title>
		<link>http://www.gnomestew.com/gming-advice/getting-out-of-the-ditch/comment-page-1#comment-9496</link>
		<dc:creator>evil</dc:creator>
		<pubDate>Tue, 11 May 2010 16:48:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=6613#comment-9496</guid>
		<description>I utilize the &quot;Take a Break&quot; method fairly often, but when they&#039;re really stuck, I tend to offer my players a chance to take an inspiration roll.  I&#039;ll choose a number (higher or lower depending on HOW stuck they are) and if anyone in the group rolls higher than that number I&#039;ll give them what I consider my ace card - that little bit of information I was holding back that can help crack the mystery.  Usually it&#039;s just a reminder to look more closely at something.  I know it&#039;s really time to use one of these tactics when all the players are the table are sitting quietly looking at each other.

I&#039;ve only run into one of these type mysteries...it was terrible.  The DM threw up a chromatic wall that required a different type of magic for each color.  As the lone surviving character (and a fighter to boot), I sat there scratching my head for a half hour and then decided that it was time to get dinner.  The game never recovered.  Later I was shown the actual solution for the puzzle, but it rested on me having prior knowledge that i just didn&#039;t have.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9496&#039;,&#039;evil&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I utilize the &#8220;Take a Break&#8221; method fairly often, but when they&#8217;re really stuck, I tend to offer my players a chance to take an inspiration roll.  I&#8217;ll choose a number (higher or lower depending on HOW stuck they are) and if anyone in the group rolls higher than that number I&#8217;ll give them what I consider my ace card &#8211; that little bit of information I was holding back that can help crack the mystery.  Usually it&#8217;s just a reminder to look more closely at something.  I know it&#8217;s really time to use one of these tactics when all the players are the table are sitting quietly looking at each other.</p>
<p>I&#8217;ve only run into one of these type mysteries&#8230;it was terrible.  The DM threw up a chromatic wall that required a different type of magic for each color.  As the lone surviving character (and a fighter to boot), I sat there scratching my head for a half hour and then decided that it was time to get dinner.  The game never recovered.  Later I was shown the actual solution for the puzzle, but it rested on me having prior knowledge that i just didn&#8217;t have.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('9496','evil'); return false;">Reply</a> </div>
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