![]() James Jacobs said so in his introduction to the RPG version of this adventure. Now, making a maze in a game is challenging. Now, as with The Maze of Games, we've made you a maze. But we never made you a real puzzle-until the Herald of the Ivory Labyrinth Adventure Deck, that is. You might find a few puzzly in-jokes-for example, I came up with the Skull & Shackles location name "Scar Bay" while watching this college basketball game. You won't find a palindrome on the walls or a code in the flavortext. When you play the Pathfinder Adventure Card Game, the designers are presenting you with a puzzle: Can you defeat this Runelord before time runs out? What about rescuing this many civilians from the flood? Stopping that bomber before all your ships get sunk? We've laid down the gauntlet, and we'll see if you can run it.īut we've shied away from using actual puzzles. We're the kind of designers about whom people say, "Oh, I bet you think you're pretty clever."Īnd we do! One of our slogans is "We make puzzles for people who like games and games for people who like puzzles." Most of our games are often viewed as puzzles. Gaby, Tanis, and I worked with artist Pete Venters and graphic designer Elisa Teague to create the most intricate series of puzzle mazes you've ever seen. ![]() We've published a few puzzle books, most notably a solve-your-own-adventure puzzle novel called The Maze of Games. We've published crosswords in the New York Times, constructed puzzle escape rooms and giant puzzle hunts, and we even have a 10-foot crossword wall at a bagel restaurant in Seattle. ![]() We make all sorts of puzzles for all sorts of puzzlers. We're puzzle fanatics at Lone Shark Games.
0 Comments
Leave a Reply. |