Showing posts with label puzzles. Show all posts
Showing posts with label puzzles. Show all posts

Saturday, March 7, 2026

Variegated Vocabularies for Limited Languages

R

ecently I was seized with the idea that what if some of the “Languages” the Players gain access to in these games had a more Limited Vocabulary of Words than a full-fledged tongue. The “Common” Language is often characterized as a type of Trade Talk after all, so might not be as adept at communicating certain concepts without a bit of creativity. This led me down a rabbit hole of constructing “Vocabularies” for some of these more Limited Languages.

In this document, you will find Ten Vocabularies, each featuring one hundred Words. The Common Tongue is present (and may also be useful for things like “Dungeon Graffiti”) and once I had finished this, I immediately began thinking of what other types of communication might “benefit” from this kind of terser treatment.

Speak with the Dead is often maligned as a “Murder Mystery” Shortcut, so perhaps using this rather restrictive Vocabulary might help make it more puzzling. The words here could be used either by the respondent, or by the Players themselves to construct their queries.

It’s often said that Spells like Speak with Plants and Speak with Animals might only provide a kind of curtailed conversation: Seeing as how these organisms may perceive the world much differently than us. I’ve included two lists (one for each) to help invoke this sensation for those kinds of contacts.

Many games have a “Thieves Cant” or coded means of communication shared among ne-er do-wells. I found it really fun to try and focus on what they would be able to speak with each other about using this method.

Though often maligned, I personally adore Alignment Languages, and I think I like them even more when they’re limited by the lists I’ve made for each (one for Lawful, one for Chaotic, and one for Neutral.) Once more it might prove challenging to discuss granular topics with them, but I think this turns them into a bit of a mini-game or puzzle to solve sometimes.

Another tricky thing to tackle sometimes are those Spells that allow a Cleric to Commune with their Deities, Contact other Planes, or perform Divinations/Prophesies. It’s usually best to keep these somewhat cryptic sometimes, so the Vocabulary I put together tries to emphasize that somewhat.

Rounding out these, the final Vocabulary can be used in conjunction with Psionics or Telepathic Communication. While Psionics might not show up in every setting, there’s still plenty of Sentient Swords that might communicate with this method, or Magical Items and Spells that allow Minds to Speak directly to each other, even if it is sometimes stilted.

I will have to see how these end up working out In Play, but my gut feeling is that I probably wouldn’t want to use them for every conversation. More as the occasional brain-teaser or quandary. Perhaps the Speaker isn’t very fluent, a text is fragmented or fractured in some way, or the mysteriously pulsing Gemstone only murmurs the occasional word into the minds of those who approach it.

But due to the constraints, I wanted them to encourage some creativity: I view these Languages as relying on a lot of combinations and compounds: Trees have no word for Lightning, so instead they might call it “Sky FIRE.” Another inspiration was Kennings: There’s no word in Common for River, because everyone just says “Boat Road” and so forth. It can be surprising just how much this opens up the Lists in interesting ways, and finding those ways to “work around” their seemingly restrictive nature would be part of the fun for me.

Thursday, November 28, 2024

d00 – Peculiar Portals & Distinctive Doors

Sometimes, those “Special” Results on the sainted Stocking Table might leave a Referee a bit at a Loss. There are only so many Statues, Pools, or other features one can sprinkle about. One option I sometimes like to consider is using this as a cue to add in a Strange or Unusual Door.

I am pretty comfortable with injecting a bit of humor and whimsy into my Dungeons on occasion for a slight break in Tension, and this table began with a few ideas I cribbed from a Tunnels & Trolls Dungeon that I dug. Every Door in that Dungeon had something to say it seemed! While that might be a bit excessive for most Mythic Underworlds, here are a few ideas for that can be used to make these Thresholds of Exploration a bit more interactive. Some are a bit more akin to Puzzles, other might benefit from a quick Reaction Roll to determine their Disposition to the Party, etc. I love presenting the Players with Opportunities to talk to things, so many of these Doors can Speak or have their own Personalities. There are an awful lot of Rules about interacting with Doors in these games after all!

Tuesday, November 12, 2019

d100 Table - This Secret Door Opens

It’s a relatively common conundrum: You’ve placed your concealed or secret doors in a lovingly designed dungeon but may have not bothered to give much thought to how they’re opened/operated other than “oh there must be a lever/pressure plate/button somewhere.”

I’ve created this table to help provide some inspiration. It might also be useful for methods of disabling tricky traps or burnishing an evening with minor puzzle elements as well:

As a caveat: Clues are completely crucial when sprinkling in secrets, mysteries, and puzzles. I’ve underlined items that could be expanded through virtuosic descriptions to help draw in players attention to certain features, but feel free to incorporate another nudge or so. If they must open the door by kissing the carving of a crone (#47), it stands to reason that perhaps the lady’s lips are worn or stained, etc. This underlining typically indicates that these should be incorporated somehow into dressing/room descriptions as the players interrogate the fiction and should only adjust the character of a room in a minor way. If it flatly doesn’t fit with character of the room contents, then it might be simpler to choose another or adjust it slightly.

Some puzzles require pieces. For these, I’ve applied bolding. If the players don’t have these, or a means of acquiring them, then this could serve as a “hard stop” in play which isn’t ideal. They can always come back at a future point in time with the proper component, or as above, you can always adjust or incorporate additional necessary ingredients in nearby dungeon dressings if it’s frustrating any fun. Not all secret doors have to opened, and fully exploring a deviously drawn dungeon often triggers other in-game resource/real-life dependent limitations or exasperation (this isn’t Myst after all and pixel-bitching is about as un-fun as you can get for most).

Feel free to flex your imagination on how things are “actually working” with lovably “off-screen” byzantine mechanisms or gonzo Rube-Goldberg contraptions. Inexplicable magics from mad mages are another common scapegoat. Most of the time this is largely less important to the players than simply bypassing a mercifully brief obstacle. I also like to muse on how these doors might see use by other dungeon denizens, but I don’t get too caught up on it. Like many, I prefer the more Mythic Underworld approach which is blessedly less logical: The monsters play by their own rules down here. But naturally, a canny party, silently tracking or carefully observing the inhabitants should be rewarded with revelations on how some of these triggers work.

Let me know if you find this useful or how an entry works out if it makes its way into one of your dungeons!

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