One of the things I've tried to integrate into my game more often is the use of "Hands Free" Puzzles. When I refer to "Hands Free", what I really mean is a puzzle that doesn't require a marshal to loom over the shoulder of a player and tell them when they're correct and watch over what they're doing.
I've recently become more focused on removing OOG aspects from modules. As mentioned before, I myself am a gamist. In this part of the country, many of the LARPs run heavy gamism or narrativism, and immersion often takes a back seat. We'd much rather have marshals sitting around answering questions than to make players feel like they're actually in the game at all times.
Developing "Hands Free" puzzles can be a very difficult prospect. Part of this is from the fact that it often requires trust in the players. Another part comes from the fact that it requires more preparation than asking a simple riddle. And finally, most plot people love to watch their puzzles get solved.
So here are some basic tips that you can use to help develop puzzles that require less marshaling.
Written CuesWhen you can give the rules for a puzzle in written form, do so. Even better, if you can give the rules for a puzzle in an IG written form, it's even better. Put some time into making these instructions look good.
Avoid Basic RiddlesWe all love riddles. But if you're going to do a riddle puzzle, try and be a bit more creative about it. Instead of having a marshal tell a person if they're correct or not, have some sort of mechanical device that responds to the answer. Combination locks are spectacular for this.
Line up three riddles, and indicate to the players (through visuals, not through talking) that they must convert the third letter of each answer to a number in order to get the combination. You've just put riddles on a module that no longer require marshaling.
Put the Prize in the ProcessMany times we'll use puzzles where a person has to perform some action in order to get the reward. If you're worried about players fudging the process, build the prize into the process. For example, if the players are trying get an item, you can hide it in something like a box of packing peanuts. They literally have to dig through the box to get the prize, so there's no chance for a player cheating to get the item.
Avoid Mystery EffectsIf you're aiming for a "Hands Free" puzzle, try and avoid mystery failure effects. These are almost always going to require a marshal, drawing for a deck, or rolling dice. None of these are IG, and depending on how complicated it might be, might take a while to resolve.
If you need to have negatives, build them into the IG instructions, and make them simple enough. And if you have to specify that damage OOG, do so before the module and not during.
When All Else Fails, make your Marshal an NPCOccasionally, you are going to need to have a marshal that explains the mechanics of puzzles. But when those occasions come up, make up a non-combative NPC that is traveling with the group - be it an archeologist, doctor, or sage. They could explain to the PCs in IG terms what they need to do, either by reading from a book or by memory. It's definitely more immersive.
So next time you write a module with puzzles in it, ask how much your puzzle is going to break immersion. If you think it is, see if you can implement any of these strategies to make your puzzle more immersive.
Got any tips for writing immersive puzzles? Drop them in the comments!