[RPG] How to help the players get past an obstacle I didn’t intend

gm-techniques

Here's the situation. There's a locked door that prevents any further progress into the dungeon. There's a keyhole in the door and a message basically saying that the key needs to be wished for.

In the room with the locked door is a wishing well. Each person is limited to one wish, and successive attempts just inflict damage to the wisher.

It's very straightforward: someone needs to wish for the key and it will appear, and they can unlock the door. The intent was not to present the players with a complex puzzle or anything time-consuming. The intended effect was that all but one player get a free wish, but one person has to sacrifice their wish to get past the door (and later be rewarded for their selflessness).

But, as always, things did not go according to plan. Without even discussing the key, each character went ahead and made their selfish wish. Okay, no big deal. You can brute force the door or just break it down with an axe. But my players are terrified that something awful will happen if they destroy the door, even though I have done nothing to indicate this.

They've tried wishing for the key, but since they all expended their wish, the well just damages them and doesn't work. So they've now set their mind to solving this puzzle that doesn't exist. They are trying to find deeper meaning in the words on the door, trying to word the wish more precisely, taking unnecessary damage all the while. The last 30 minutes of our session was spent on this.

Now I'm all for causing a little party frustration. But it's starting to drag on. I want to explain to them that they've simply exhausted their wishes and need to find an alternative way to get past the door. I want to smack the fighter over the head and tell him to just bash it down. But that's not the way I roll (heh, heh).

I would provide subtle clues – the magic aura of the wishing well fades, or something along those lines, but the damage has already been done. They've inspected the well and the door and I've already told them that there is nothing different about it.

How can I get my players to overcome this obstacle without just telling them outright?

Note: I appreciate all answers specific to this particular situation, but I would also like more generic tactics to deal with unintended obstacles for when this inevitably happens again.


Here's what ended up happening: I provided a few more subtle clues that additional wishes weren't going to do anything. They decided to give up and go explore the rest of the dungeon for missed secret doors. By that time, the enemies on the other side of the door had heard the PC's and had plenty of time to plan a surprise attack and coordinate a tactic to corral the adventurers into a sacrificial pit in the next room. So just as the players started to move away, the door exploded inward in and battle broke out.

Best Answer

The Good Approach - Subtle hints were the best way

You mentioned subtle clues, but really that is the best approach. So, they inspected the well and the door, and you already said there is nothing different. Maybe there is something on the wall that hints, perhaps scrawled by previous failed adventurers "Generosity is to be praised." "Each only gets one." Etc.

If they really don't want to bash the door in, maybe they should backtrack get an NPC minion and have the minion make the needed wish.

If you want to be even more subtle, they notice something about the layout of the whole room that reminds the bard/wizard/cleric of some ancient Rune and they should go back to talk to an expert who can then subtly (or not so subtly) hint about it talking about the Rune referring to self sacrafice or something like that.

Speaking of Bards/Clerics even PC Bards and Clerics make a decent way to deliver hints. The Bard remembers some lore suddenly (especially if he hasn't made that check yet), for a Cleric the deity might literally give them a bolt of inspiration. I think this is a distinctly inferior approach, but it may be better than the next options I list.

Slightly Less Good - OOC hints

There is nothing wrong with giving the occassional oblique out of character hint. "Sometimes you just need to take the risk of a trap being there."

Deus Ex Makes it Go Away

This is substantially less good, but you can always make the problem almost literally disappear. A massive earthquake destroys the door, and collapses the well.

Retcon

This is a last resort, but its not necessarily a game breaker to just say openly, "This didn't go the way I had planned, why don't we try this scene again." And if they haven't figured it out, drop some further hints this time around.