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Unwritten: System Reference Document/Starting a Game
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====Puzzles==== You can’t have a ''Myst'' game without talking about puzzles, and it’s important to discuss up front how they will fit into your game. Ask everyone how they feel about puzzles. If not everyone likes the idea of explicit puzzles in the game, then building your game around them is a bad idea. Also, some of your group may dislike particular types of puzzles—that’s another thing to get on the table right away. Discuss how you want your characters to interact with the puzzles. Will puzzle solving primarily be the purview of players, or will the abilities that your characters have that you do not affect puzzle solving? Answering this question will tell you how often you should bring in game mechanics to provide hints or solve problems. Also, consider how other elements in the setting will interact with puzzles. Devices like KIs will keep characters in contact with each other and allow them to record information, or they may be able to contact knowledgeable NPCs when they come up against something they can’t decipher. Similarly, Linking Books (especially Relto Books) provide easy ways of bypassing physical obstacles. If those solutions don’t appeal to you and your group, discuss limiting access to them, or removing them from the setting entirely.
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