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SevenSidedDie
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How can I design beyond "one-solution" obstacles?

When creating dungeons, I want to create a dungeon that allows the players to come up with their own solutions to an obstacle/puzzle, etc. However, I seem to be stuck on the "one/two solution" obstacles, i.e., video game style, linear obstacles like "put out all the torches to open the door," that generally only the GM knows. It doesn't allow for the creativity of solutions in the games I run. It seems like the mark of a great GM that creates these sorts of modular obstacles, rather than linear obstacles.

How can I design or get in the correct mindset to design these sorts of obstacles/puzzles/traps?

Nameless Nick
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