Thank you! It's good to talk it over with someone. Your example of multiple wheels and guessing and trying sounds like a similar sort of puzzle, with lots of different possible actions, but only slowly uncovering which ones were right. Indeed, better than both of mine for most campaigns because of having clear actions to pursue with only the results being uncertain, mine both were both a bit nebulous because I wanted to evoke a crystal maze feel :).
Definitely, if you can have something interactive at the same time as a combat encounter, that's usually really great, it implicitly makes everyone involved, and everyone invested in finding a solution, and has a natural good-and-bad-consequences the players are already familiar with from other encounters. I don't usually manage it, in fact, but I think it's a good example of what to work towards!
Re: This was great!
Date: 2019-06-11 02:17 pm (UTC)Definitely, if you can have something interactive at the same time as a combat encounter, that's usually really great, it implicitly makes everyone involved, and everyone invested in finding a solution, and has a natural good-and-bad-consequences the players are already familiar with from other encounters. I don't usually manage it, in fact, but I think it's a good example of what to work towards!