My apologies if this has already be stated in some fashion, but right now I'm too lazy to read all of the other replies...
Why do we have to make things "harder", at least mechanically? What ever happened to good old fashion puzzles or riddles within modules? I absolutely *loved* the floor puzzle in Visions. Yeah, okay, we "Delbert-ed" it in some ways, but the trial and error we went through, looking for patterns et al...FUN (in my rarely humble opinion).
I still remember my very first exposure to D&D: it was a solo adventure that was in the red box 'Basic Set' and contained a talking mouth painted on a wall. The riddle was "OTTFFSS; what is the next letter?". If you got it right, you doubled your gold-on-hand, got it wrong and it laughed at you or halved your gold or something like that.
I'd like to see more instances of making players (myself included) THINK during the modules, rather than just beefing up the mobs, or forcing us to rely on expendables (unless they're Elorii, they're always expendable), or whatever... Right now it seems, to me, that we have two types of mods: hack'n'slash or investigations-on-rails. That's a very wide net I'm casting and a lot of generalizing, I'll admit, but neither REALLY requires us to do much thinking. Even in the investigations, as long as you hit the TN, pretty much everything is laid out for you.
You could still bury hints or clues within the mod, behind TNs or roleplay, if you wanted. You could even allow the expenditure of fate points if you wanted to force it.
Speaking of fate, I know this isn't the proper place... U-Con: 4 judges, 5 modules, *3* fate points granted... And that's why I'm against the fate point cap - I can 'hold' 9 on each of my 2 characters, I spent waaay more than I earned, despite doing cool stuff (I think) and keeping the GMs entertained. As far as I'm concerned, fate points are infinitely more valuable than any other 'resource' in the game.
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