Timeline for How can I design beyond "one-solution" obstacles?
Current License: CC BY-SA 3.0
12 events
when toggle format | what | by | license | comment | |
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Jul 14, 2015 at 8:21 | answer | added | Tommi | timeline score: 3 | |
Jul 21, 2014 at 20:38 | history | edited | SevenSidedDie |
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Jul 21, 2014 at 15:52 | answer | added | morningstar2651 | timeline score: 5 | |
May 10, 2014 at 18:24 | answer | added | user9935 | timeline score: 8 | |
May 10, 2014 at 6:33 | history | tweeted | twitter.com/#!/StackRPG/status/465016733615808512 | ||
May 9, 2014 at 22:46 | comment | added | DanceSC | I rolled a scenario once where the center of the building was a circular room that rotated (similar to an elevator, there where two floors, but 4 different possible exits on each floor) All I described was 'the door shuts and the ground beneath your feet begins to tremble and shake, shortly after the door opens to reveal a different passage way' letting the players figure out the pattern on their own. Is this along the lines of what you ment by one/two solution? | |
May 9, 2014 at 20:19 | answer | added | Sean Duggan | timeline score: 2 | |
May 9, 2014 at 19:58 | answer | added | Yosi | timeline score: 9 | |
May 9, 2014 at 18:35 | answer | added | Eric B | timeline score: 32 | |
May 9, 2014 at 18:20 | answer | added | Marc Dingena | timeline score: 6 | |
May 9, 2014 at 18:12 | answer | added | kviiri | timeline score: 11 | |
May 9, 2014 at 17:45 | history | asked | Nameless Nick | CC BY-SA 3.0 |