Difference between revisions of "How to Write a BANG Puzzle"

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(Some Dos and Don'ts)
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In the example of the cryptogram, the answer is whatever the encoded crossword clue solves to.
 
In the example of the cryptogram, the answer is whatever the encoded crossword clue solves to.
  
====2. Information====
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====2. Content (aka The Data)====
  
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There are many ways to '''extract''' your solution from a puzzle, but you'll need something to extract it ''from''.  Anything that players can find patterns in can work here, as recognizing patterns is generally what is needed to solve a puzzle.  This gives the puzzle designer a wide range of possibilities to work with.  Text, pictures, physical objects, performances, games, interaction with GC, etc. are all fair and fun content to use in your puzzle.
  
In the example of the cryptogram, the information is the encoded letters.
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In the example of the cryptogram, the information is the encoded letters.  The pattern to be found, of course, is the encoding (A=Z, B=Y, etc.).
  
 
====3.  The Mental Hurdle (aka The Aha or Eurkea Moment)====
 
====3.  The Mental Hurdle (aka The Aha or Eurkea Moment)====

Revision as of 13:17, 13 November 2015

(Work in progress... feel free to add, change, improve, etc.)

So you want to write a puzzle, eh? Simple! Create a simple substitution cipher, encode a crossword clue, and have the answer to that clue be the answer to the puzzle. Done.

Okay, so there can be a lot more to it than that. Team Snout has a page dedicated to the ins and outs of different puzzle designs from several different authors, as well as links to 8 years worth of advice from the GC Summit meetings. Included is a direct guide for writing puzzles, entitled "A Clue Design Primer." It is worth reading.

Getting Started

The overall guideline of your puzzle should be to provide a fun experience for your players. Generally, you need to start with three things to make an enjoyable BANG puzzle:

1. The Answer

You'll need to know what solvers are working towards. If you don't know what the solution is going to be or what constraints the clue mechanism may place upon you, a placeholder answer works.

BANG puzzles originally solved to the location of the next puzzle ("BOWLING ALLEY ON FIFTH"). Later BANG puzzles solved to words or short phrases ("STRIKE" or "MAJOR LEAGUE UMPIRE"). This answer form acts as an access code that, when given to a hunt representative, reveals the location of the next puzzle. This format has been experimented with (long phrases, all locations available at the start, etc.), but the word or short phrase has become the gold standard.

In the example of the cryptogram, the answer is whatever the encoded crossword clue solves to.

2. Content (aka The Data)

There are many ways to extract your solution from a puzzle, but you'll need something to extract it from. Anything that players can find patterns in can work here, as recognizing patterns is generally what is needed to solve a puzzle. This gives the puzzle designer a wide range of possibilities to work with. Text, pictures, physical objects, performances, games, interaction with GC, etc. are all fair and fun content to use in your puzzle.

In the example of the cryptogram, the information is the encoded letters. The pattern to be found, of course, is the encoding (A=Z, B=Y, etc.).

3. The Mental Hurdle (aka The Aha or Eurkea Moment)

In the example of the cryptogram, the mental hurdle is changing the cipher text into plain text. The solution to the crossword clue is somewhat of a mini-aha.

Dos and Don'ts

Unless you are somehow using these as intricate parts of the puzzle (and you probably shouldn't), some guidelines:

  • DON'T include intentional red herrings. It's frustrating enough when solving and ending up going down your own wrong path. To find out that GC intentionally put a wrong path in their puzzle is maddening.
  • DO make sure players know they've solved the clue. A recognizable word or phrase works best for this; a puzzle that solves to "X(1n0f1" or "disorbilivality" may have teams going back to see where they messed up. (Of course, if your BANG is scifi-themed, is about a robot named X(1n0f1, and includes a vocabulary list that defines "disorbilivality" as "the manner in which something is unable to orbilivate", then it's fine.)
  • DON'T make puzzles or experiences that only GC finds funny. Making teams sludge through cold mud to get the a clue may be funny to watch, but not to experience. "The challenge is not to amuse yourselves; it's to come up with something that 100+ people can all enjoy. Know your audience." - Team Snout
  • DO make your puzzles and activities fun for the players.
  • DON'T require a lot of obscure knowledge. If the average team has to use a smart phone to solve your puzzle, consider retooling it.
  • DO set aside your masterpiece puzzle if it's not working. It either needs to be rewritten, incorporated differently, or set aside.
  • DON'T make a puzzle harder. That is, once you've constructed a puzzle, don't try and make the crossword clues more obscure, for example. Adding an extra layer may work, just be careful.
  • DO make your puzzles solvable by a majority of players.
  • DON'T rely on hints to overcome a puzzle's shortcomings.

Resources

There are a lot of tools out there to aid in constructing puzzles. Here's a sampler:

  • OneLook
  • Inkscape
  • Nutrimatic