As
a Gamemaster, I love to move story forward through handouts. From thank you notes
and invitations to city maps and spellbooks, physically handing props to players
adds an extra layer of immersion to the game. Whenever I can, I make paper
props so players and their player characters can examine clues together. The
props move story and challenge players to look deeper. Today and next Friday,
I’m looking at a terrific period puzzle ready to be solved by perceptive
players.
In
the early1800s, a simple yet challenging style of Chinese puzzle, called the
Tangram, fascinated European minds. Requiring little translation, and only
seven pieces of paper cut into specific geometric shapes, anyone could try
it. Tangram enthusiasts bought books
full of puzzles ready to be solved.
The seven
tangram pieces arranged in a square
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Most
Tangrams use the same basic puzzle pieces, usually cut out of paper: five right
triangles (two large, one medium, and two small), one square and one
parallelogram. These seven pieces can be arranged into thousands of combinations.
A tangram puzzle shows the outline of a shape made from a specific arrangement
of the seven pieces. To solve, replicate the silhouette in the puzzle using
every piece, without overlapping.
… and Their
Answers
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The
simplicity of a tangram puzzle makes a great handout. If the PC’s need to solve
a tangram in game, why not give the players a shot at it out of game? A google
search provides the template for the pieces ready to print, and more puzzles
than you will ever need. Give the players the seven pieces and the silhouette
they need to make, and watch them work it out.
Not
all players enjoying solving puzzles and some Tangram are harder than other, so
PC’s attempting to solve a Tangram can try a skill or attribute test at the
GM’s discretion. The GM should be very lenient in letting the player pick a
skill to use on the puzzle. We’re having
fun here, not trying to get it right.
Accounting, Ad-hoc Repair, Conceal,
Concentration, Craft, Engineer, Inscription, Perception, Science, and Tactics,
are all acceptable, but a Wits or Resolve roll works too. Talents
indicating their ability to think outside the box (Such Deduction, Eurkea!, Mathematical Mind, and They Thought
You Were Mad!) give 1 automatic success each.
For each net success on the test the GM places one piece of the puzzle in its
correct position, (preferably an important piece revealing the solution).
This week
we looked at solving Tangrams physically at the table, next week we’ll look at
their history, and using Tangrams in Victoriana adventures.
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