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12/31/11(Sat)07:59 No.17383765/tg/, I want to take this to another level, but still keep it within the same realm as OP.
In my next campaign, I want to be the professor leading a band of students on an archaeological digsite, where they stumble upon a band of Natives that mysteriously disappeared. The major plot point will be mysterious notes left for each player, each student, to unravel. Basically, I want to create a set of hieroglyphics (or a sub. cypher) that each player must decode using context clues, but ideally each player's codex should be slightly different from the next. I hope to use this to my advantage giving each player the same message and have them decode different meanings (like the ones listed here). Problems abounding: A.) Should I use a substitution cypher? (replace one letter for another) Would that be too difficult to make? B.) The opening "quest" will be a homework assignment for each player to translate a set of sentences as they can best do, and this homework will act as the student's bible for further notes. What basic sentences should I craft that are ambiguous enough to fit the model? Should I just write out different dictionaries for each player and hope they don't check each other's? In the end, I'd like to have each player do what they think is right, and every person pull in a different direction thanks to the ambiguity of the messages left. Preferably, the confusion is due to the player's own devices, and not my forcing upon them. |