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The actual "trials" were a bit of a mixed bag in terms of speed and challenge during the game, and I don't remember all the different things they players tried throwing at the wall to get through them, so for the podcast I decided to get a bit more into "where did this stuff come from?" which didn't come up while we were playing. I think once you've seen a hundred rooms with zombies in them over the span of many years of roleplaying, you stop asking yourself why there are zombies and accept they merely "are".

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Anonymous

I don't really agree totally with what larry is saying about Game Design. A series of puzzles that fit the theme of teaching kids perspective on what it's like to deal with their problems is perfectly valid. Larry is talking about is more like a tutorial. I think he's referencing a specific theory to the game design, The Isolation Principle, I think it's called. Present a mechanic in a safe environment, then an environment you can be punished within, then combining it with other things you've learned until it's considered taught. It's common but lots of games don't and it's not really bad design if you don't have it. It's one of many ways to provide your players guidance.

Applestone

Yeah, I agree. In this day and age where nobody wants to read game manuals, games that have tutorial stages have become more and more popular. But these trials are more like Mario Party where you move to a spot, have a mini-game, and then rinse and repeat. Which is fine, too.

Applestone

I wonder how that second riddle was supposed to be solved, but that pick-up line was hilarious. XD I can't wait to see what will happen during the other trials. Somehow I thought it would be one trial per person you want to talk to, but I guess it's more like an all-or-nothing deal then. But so far I have yet to see an actually deadly trial.