- No obvious solution. (Straight combat is always obvious.)
- Many possible solutions.
- Solvable via common sense (as opposed to system mastery).
- No special tools required (no unique spells, no plot McGuffins at the bottom of a dungeon).
- Not solvable by a specific class or ability.
The categories from that page seem to be:
- Environment works against your goal.
- What you need depends on something that needs to be triggered.
- A moral quandry - applying a moral problem to the game world so it now has an effective outcome.
- A thought experiment applied to the environment.
- Stopping a group of people from doing something, with a twist.
- "Impossible" battle, which may have loopholes.
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