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This falls under the principle of include three clues for everything. It also is well suited to the approach of using environment-based storytelling. Use Environment-Based Storytelling Introduce the puzzle setting first and let the players be confused over the weird specificity. I like the petrified inhabitants part; maybe have the husband-farmer and ...


4

The key to an epic adventure is not to plan a perfect puzzle, but to plan the story of a perfect puzzle. Players shouldn't find clues where you left them; players should find clues where you let them. Keep a good balance between "too easy" and "too hard", and your players will boast of your brilliance for ages to come. With that in mind, write down a a ...


3

Tuck the clues into the descriptions of the rooms. Each person has one defining object in their room, but it might not be immediately obvious if you're not in the right frame of mind, especially if you make the descriptions robust enough that it doesn't stick out. Of course, alter these to fit your setting, but here are some ideas: A picture of a castle ...


3

Psychology Handling a hostage crisis and Stockholme Syndrome of the NPCs. Perhaps, unless dealt with, the hostages intervene on behalf of their captors? Or, the PCs are the captors and must diffuse the stressful NPCs and keep them in line (or win them over). Don't just have them roll, have them explain exactly what they're doing and saying. Mitigating ...



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