Apr 18, 2019: Puzzling

Part of the fun, I’m finding, of designing an Escape Room – other than coming up with a coherent scenario and not being able to remember any of the layout of some rooms you saw a couple of months ago – is this particular bit of repeated monologue: “Is that even possible?”

That’s what’s going through my mind at the moment as I throw ideas into the ring for inclusion. I’m quite pleased with an idea I’ve had, as I think it’s kind of quirky, but I have no idea how to do it. Which is, it turns out, an incredible amount of fun.

Because now I find myself trawling the internet trying to learn things about things so that I can do things. And, in the meantime, trying to come up with a way to play with the idea in a safe space – in this case, my front room – while still having no idea how to do it.

I bloody love it.

Oh and then there’s the problem of, once I’ve got it sussed (maybe) linking it to the software that runs the room. I don’t even know if I can. Or whether I need to do it in such a way that the people playing the room will do something which will prompt the Game Master to do something else. I think that’s the easier of the two options (aside from the whole first part of the damn thing).

Things have ramped up a little now that I know I’m pretty much going ahead with a room build now. It’s all become massively real instead of just a guy doodling things on a pad of paper and occasionally colouring them in. And equally, I’m also trying my damnedest not to steal anything from anyone else – any puzzle I see that I really love, I’m having to sort of exorcise from my mind so as not to directly lift it into my world.

Oh, and since I started doing this, every puzzle I’ve come across has been brilliant.

I’m sure mine will be too.

If they can actually exist in the real world.

Which I’m sure they can. I mean, at the end of the day it’s only the most convoluted way to trigger a maglock…