What Is Good Trivia?

Trivia is an integral part of many forms of puzzling. Crosswords involve a fair amount of trivia, as do many clued puzzles. Themed puzzles — particularly those that don’t give you a word list — also require some solid trivia knowledge. Brain teasers, riddles, escape rooms… all can involve trivia on some level.

But what do we mean when we say trivia? As it turns out, not everyone agrees.

Merriam-Webster defines trivia as “unimportant matters, trivial facts or details,” then acknowledges the secondary meaning “a quizzing game involving obscure facts,” a definition which didn’t come around until the 1960s.

That first definition certainly fits the bill in many trivia books and games. They’ll claim any random fact as trivia, obscure or otherwise.

But I don’t think obscurity defines trivia. After all, plenty of great evenings of bar trivia don’t require obscure topics or the minutiae of various subjects; they simply require a wide swathe of general knowledge and a decent grasp of recent news and pop culture.

[Image courtesy of The New 60 comic.]

The first time I gave serious thought to the question “what is trivia?” occurred years ago when I started working on a movies and television-themed subscription crossword book for the folks at Penny Press. In addition to creating puzzles centered around a central theme for the issue — soap operas, Star Wars, animal movies, etc. — I also created lists of trivia questions to be included in the book.

I would compile a list of 25 or 30 trivia questions — brief enough to read along the bottom of the page, but hopefully interesting enough to be worth the solver’s attention — and sent them off for consideration.

That’s when Editorial Manager Warren Rivers introduced me to his definition of trivia:

What a lot of people call “trivia” strike me as things one should or could have learned in school. Those are things I don’t consider trivia. Trivia to me are the things that I wouldn’t expect a person to know, or better yet includes a “twist” or an element of surprise.

And I think that’s a key element in good trivia: that interesting twist or surprise. It’s not just informational recall. There’s something more there, whether it’s in the answer or the clever construction of the question.

But there are plenty of knowledgeable trivia enthusiasts out there, and I wanted their input as well.

One of the first people I asked was Stella Zawistowski, a crossword constructor, powerlifter, and trivia supplier for Geeks Who Drink, who clearly has one of the coolest resumes in the world.

I think what you are asking me is, “what is GOOD trivia”?

Good trivia accomplishes one of two things: teaches people something they don’t know and will find interesting, or nudges them to realize they know more than they think. This means that what constitutes good trivia is highly audience dependent. The astronomy question that is too easy to be interesting to a group of JPL employees could be fascinating to a general audience. Conversely, a general-audience question about Handel’s “Messiah” could be very boring to a group of classical music experts.

IMO one of the best trivia questions I’ve ever written is “The hand-cut and -sewn lace of this instantly famous wedding gown includes four types of plants: roses, shamrocks, daffodils, and what?”

The reason I think it’s good is that it fits into the “nudge people to realize they know more than they think” category. On its surface, this is a fashion question. How on earth is one supposed to know a detail as tiny as what flowers were embroidered on the lace of somebody’s wedding gown?

But if you think a little more carefully, you’ll see that the bride is marrying a British royal, and if you know that the three plants mentioned in the question — rose, shamrock, and daffodil — represent England, (Northern) Ireland, and Wales, respectively, you then realize: Oh, she’s representing the four UK countries, and the one that’s missing is Scotland. So the answer is the thistle, the national flower of Scotland.

I very carefully chose which one of those I left out, too! If you give shamrock, daffodil, and thistle, rose is incredibly easy, easier than I wanted the question to be. Take out shamrock, and I think it’s a bit harder to realize that the three remaining flowers are national symbols. Take out daffodil, and the solver unfairly has to choose between daffodil and leek, the latter of which is also a botanical national symbol of Wales. I don’t know that anybody ever wanted leeks on her wedding gown, but I didn’t want anyone to get the question wrong simply because they went with the wrong national symbol.

[Image courtesy of AmazingSuperPowers.]

Stella gets into a very important aspect of quality trivia that you don’t immediately consider: the phrasing and construction of the question.

Sure, the answer is the payoff, but the question is how you get there. The question is often the source of the a-ha! moment we so desire.

According to the crew at Geeks Who Drink, “the usual job of the conscientious quiz-writer is to start with a kernel of something you don’t know, and stir in just the right mix of hints and parallels to lead you to the correct answer (yes, no matter what it feels like, we DO want you to get most of them right).”

And that can take time. Thorsten A. Integrity, commissioner of the invite-only Learned League trivia website, can spend up to 30 minutes on each of the six trivia questions featured in a given day of trivia during one of the four seasonal competitions.

He usually starts with an interesting tidbit from a reference book and builds the question out from there. He fact-checks everything and has his questions professionally copyedited.

That effort creates a conversation in the brain. You ask yourself about different aspects. You rule things out, as Stella shows in her example. A good trivia question gives you enough to get you started and JUST enough to eliminate some false paths. (Although there’s nothing wrong with a tricky trivia question that leads you down the incorrect path a little bit.)

On trivia nights, or in trivia games, that conversation can quickly become fun and engrossing. As Ken Jennings once said of trivia, “It can lubricate social interaction. I like to see it as a way to build bridges.”

Are you a trivia fan, fellow puzzlers? Let us know your favorite trivia questions and bits of trivia below. We’d love to hear from you! (We could even compile them into a future blog post!)


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How to Get Started in Cryptic Crosswords

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[Image courtesy of Amazon. The Times Cryptic Crossword Book.]

On Twitter yesterday, Oliver Roeder from FiveThirtyEight asked, “If one wanted to learn/practice solving cryptic crosswords, with what puzzles should one begin?”

Most of the replies mentioned different cryptic crossword outlets to try out, like The Nation, Harper’s Magazine, and The UK Times Quick Cryptic Crossword Book. The Nation in particular was recommended as a good starter cryptic.

Monthly offerings from constructors like Andrew Ries and Cox & Rathvon were also mentioned, though I would add Patrick Berry’s Son of the Crypt cryptic collection to the list of suggestions. (I would normally also recommend The Guardian because of their great cryptics, but they’re pretty tough, particularly for beginners.)

This, of course, presumes that Roeder meant which cryptic puzzles one should start with.

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[Image courtesy of The New European.]

It occurred to me that he might be asking what OTHER puzzles are good for beefing up your cryptic crossword solving game.

Given the different kinds of clues used in cryptic crosswords, I have a few suggestions.

1. Anagram puzzle

Anagrams are a staple of cryptic cluing, and any puzzler looking to get into cryptics should have some facility with them. There are plenty of ways to practice — the Jumble, Anagram Magic Square and other puzzles from our friends at Penny Dell Puzzles, and even Bananagrams, Words with Friends, or Scrabble will help build your anagram skills.

2. Rebus

Rebus puzzles are all about adding and subtracting letters to form words or phrases, and there’s plenty of that in cryptic cluing. This is a good way to get used to breaking down longer words into abbreviations, anagrams, and so on in order to puzzle out the answer to a cryptic clue.

3. Brain teaser/riddle

Many cryptic clues rely on words with multiple meanings, as well as words that serve as both instructions and hints. Brain teasers and riddles employ similar wordplay, and they can help you develop a proclivity for looking at words from a new point of view.

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[Image courtesy of Eastern Daily Press.]

Of course, if you want help learning to decipher the many variations on cryptic crossword cluing that you’ll encounter, there are some great resources out there.

Penny Dell Puzzles has a PDF containing examples of the most common cluing tricks, and you can bolster that with similar insights from Wikipedia and The Nation.

If you’re looking for deeper dives into all sorts of cryptic cluing, my one-stop shop for insight is The Guardian’s crossword blog. They offer regular features breaking down various kinds of cryptic clues.

In the last few weeks alone, they’ve covered cycling clues, “stuttering” in clues, and how the points of the compass can be used in cluing, and there are dozens of similarly illuminating posts in their archive.

It’s a terrific resource for newbie cryptic solvers and established puzzlers alike.

And it’s worth getting into cryptic crosswords, if only for the occasional subversive little Easter egg like this one from yesterday’s The Guardian cryptic:

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Did I miss any resources or outlets for great cryptic crosswords? Let me know in the comments section below! I’d love to hear from you!


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Introducing New Players to Roleplaying Games!

A month or so ago, there was a marvelous article on Amazing Tales about how to make your child’s first role-playing game amazing.

Although the article was geared toward introducing younger players to the world of roleplaying games, the advice can be easily adapted and expanded to include new players of all ages. So today, I thought I would take the five points introduced by Amazing Tales and do just that.

So if you’re a new or inexperienced game-runner / dungeon master, or if you’ve only run games for people with previous experience playing roleplaying games, this is the place for you.

(And this advice should fit no matter what sort of game you’re running. Is it classic Dungeons & Dragons? Supernatural? Zombie horror? Space adventure? Knights of the Round Table? Explorers? Pirates? Monster hunters? Modern spies? Thieves in the Victorian era? No matter what setting or characters, this advice is universal.)

#1 Keep cool

It’s easy for the person running a roleplaying game to have high expectations for themselves and the story they want to craft. You want your new players to have fun. You want them to immerse themselves in telling a story. You want them to be excited and come back for more.

But that’s a lot of pressure to put on yourself, and a stressed or nervous game master can lead to stressed or nervous players. So don’t set the bar so high. Sit back and let the players interact; sometimes, you can engineer a scenario that allows for this, like a tavern scene. Or you can create an instant threat and let them jump into the action and work together to solve a problem as a bonding experience.

Don’t be afraid to take opportunities to ask if anyone’s confused. A first game is introductory by nature, and if someone feels left behind early on, it can be hard to catch them up later, or to make them feel included if they’re not gelling with the other players.

Sometimes when I’m starting a new game with new players, I’ll hold what I call a “session zero,” a safe game before the game kicks off, where the characters can play in the environment, interact, and test out the actual mechanics of playing (particularly if there’s a magic system or some other aspect of the game that might not be intuitive).

#2 Keep it small

You want your players to feel immersed but not overwhelmed, so party size (the number of players) is an important consideration. I try to keep my number of new players to three or fewer, because it can be hard to give meaningful attention to a larger number of players. It’s like a classroom; you want the ratio of experienced voices to students to be as small as possible, so you can get that one-on-one time to answer questions and help them find their footing.

For me, the ideal group for a newcomer-heavy game is two (or three) new players, one (or two) experienced players, and myself running the game. That way, each new player is balanced by someone with greater experience. You can even have a buddy system to get them acclimated.

A smaller group also means less time for players to sit out while other players get the spotlight. Never let the new players feel shortchanged or like their voices aren’t as important as those of the more experienced players. After all, if you’re an experienced player, you’re going to feel more comfortable speaking up and venturing forward than a new player might.

[Image courtesy of Lewis Brown.]

#3 Say yes to their ideas

Now, obviously, you can’t say yes to every idea a player has or the story could descend into nonsense. But trust your players’ instincts.

Let them wander down the paths they find most interesting. It might not be the path you intended, and it might take them longer to get to the desired end point, but it’s always better for players to reach a story point organically, rather than railroading them to the place and time you want. Even new players can sense when they’re being strong-armed in a certain direction, and that can leave a bad taste in players’ mouths.

Be flexible. I’ve always found that, no matter how thoroughly I think I’ve mapped out an adventure, my players (both new and experienced) excel at finding paths I hadn’t considered. That requires me to be quick on my feet, and I enjoy the challenge of pitting my wits, improvisational skills, and imagination against those of my players.

A roleplaying game is like a Choose-Your-Own-Adventure novel writ large… whenever possible, let them feel in control of their players, their story, and their destiny.

[Image from Stranger Things courtesy of The Verge.]

#4 Take them where they want to go

This might feel like a repeat of the previous note, but it’s not. This point is a reminder to always consider the characters your players are playing. What are their strengths? What goals do they have? What are they hoping to experience and accomplish?

Plenty of game runners, myself included, can get so wrapped up in the story WE want to tell that we forget that it might not mesh with the story our players want to participate in.

Give them moments to shine. Give the fighters a chance to fight, give the magicians opportunity to ply their craft, and give the puzzlers puzzles to solve. If characters have wings, let ’em fly.

[Image courtesy of Digital Trends.]

#5 Make the ending awesome

No matter how simple the adventure starts — a theft, a murder, the discovery of a treasure map, the descent into a trap-laden dungeon — make sure the ending is memorable. You want the quest, however short or long, to feel worthwhile.

You can try the old cliffhanger trick in the hopes of leaving them wanting more, but that can come back to bite you if the players are dissatisfied that their first adventure doesn’t feel complete. Instead, give them a sense of accomplishment.

Martin at Amazing Tales said it well:

Make sure your child’s first ever role-playing game features an epic ending. Face to face with the villain on a cliff edge as the counter ticks toward zero; returning the stolen jewels to the temple moments before sunset while pursued by ghosts; wrestling the controls of the star-ship from the pirate moments before it crashes into the sun. That kind of epic.

You don’t necessarily need to go epic, but certainly make it memorable. Nothing sells a big win like giving the bad guy a funny line before he turns to ash.


Here’s hoping this advice encourages aspiring dungeon masters and storytellers to get out there, find some players, and spin some marvelous adventure yarns. (Or maybe it’s inspired some new players to try roleplaying themselves!)

What’s your favorite memory from your early roleplay sessions, fellow puzzlers? (Either as a game runner or player.) Let us know in the comments section below!


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How to Get Started in Games

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[Image courtesy of The Board Game Family.]

So, it’s after Christmas, and you’ve been gifted with a new game, or a roleplaying book, or someone showed you a new card game and you want to know more. Or your New Year’s Resolution is to learn more games, play more games, solve more puzzles, or even make some puzzles yourself.

Basically… how do you get started?

Here. You get started right here. I’m going to run down my favorite guide books for gaming, puzzles, tabletop play, roleplaying, and more, creating the perfect first step to a new world of play for you.

Let’s get cracking!


My first recommendation is also the most recently published book on my list.

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The Civilized Guide to Tabletop Gaming by Teri Litorco is a perfect introduction to all things gaming. This delightfully nerdy tome is loaded with thoughtful advice covering everything from choosing new games to teaching them to others, as well as building a game group for regular sessions or roleplaying games, and more.

From how to deal with cranky gamers to how to host your own major gaming events, Teri has dealt with every obstacle imaginable, and she offers her hard-won first-hand knowledge in easily digestible tidbits. Even as an experienced tabletop gamer, roleplayer, and puzzler, I found this to be a very worthwhile read, and I think you will too.

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If card games are your poison, then what you need is a copy of The Ultimate Book of Card Games by Scott McNeely.

What separates this book from many other card game books — namely the ones attributed to Hoyle (the vast majority of which had nothing to do with him) — is that it doesn’t claim to be the definitive source. It provides the key rules for how to play, and then offers numerous variations and house rules that expand and refine gameplay.

There are more than 80 pages of variations of Solitaire alone! Kids games, betting games, games for two, three, four or more, this is my go-to guide for everything that can be played with a standard deck of cards.

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What if you’re already a fan of games, but you want to play them better? If that’s your goal, check out How to Win Games and Beat People by Tom Whipple.

Monopoly, Jenga, Hangman, Operation, Trivial Pursuit, Twenty Questions, Checkers, Battleship… heck, even Rock, Paper, Scissors is covered here. With advice from top players, world record holders, game creators and more, you’ll find advice, tactics, and fun facts you won’t see anywhere else.

For instance, did you know that letter frequencies in Hangman are different from letter frequencies in the dictionary? ESIARN is the way to go with Hangman, not ETAOIN.

That’s just one of the valuable nuggets of info awaiting you in this book.


Do you have any favorite books about puzzles and games that I missed? Let me know, I’d love to hear about them!

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The Art & Design of a Geometric Puzzle

It’s rare to get a glimpse inside the puzzly creative process.

Sure, plenty of crossword constructors are happy to share how particular puzzles of theirs came to be, but many constructors and designers, whether we’re talking mechanical puzzles, pen-and-paper puzzles, or electronic puzzles, keep their techniques and tricks secret. They’re like magicians that way.

So when a puzzler takes you behind the curtain, it’s a rare and special treat. The website Gamasutra recently hosted such an event when app designer and puzzler Paul Hlebowitsh explained in detail how he designs the puzzles for his app RYB.

In Paul’s words, “RYB is very similar to ‘Minesweeper’ or ‘Hexcells,’ but instead of using numbers or symbols, it uses colors. The colored dots inside of a shape tell you how the neighboring shapes are colored.”

I love the devilish simplicity behind the solving. It’s so universal that it transcends the language barrier. Simply show another person the first step, and they’ll pick it up immediately.

Paul goes on to explain how one particular puzzle evolved as he sought the perfect mix of puzzly challenge and unique solvability.

He took this:

and eventually ended up with this:

It’s a fascinating read, one I can’t do justice to with a brief summary, so I suggest everyone check out the full post to watch an impressive constructor at work. Being walked step-by-step through a build by the designer is a delight.

I also have to praise the puzzles themselves. The mix of geometric shapes and colors creates a truly striking image. I think I’m gonna get a print made of this one and put it on my wall:


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Word Search Dos and Don’ts!

Today, in the interest of both public service and better puzzling overall, I thought I’d present a brief list of dos and do-not-dos when it comes to constructing word search (or word seek) puzzles.

Now, full disclosure, I will be talking about PuzzleNation apps a bit here, but only because they’re great examples of well-crafted puzzles, and a little shameless self-promotion never hurt anybody. *smiles*

So, without further ado, let’s talk word searches!


DO:

Offer fun bonuses, like trivia, facts, and bonus entries to hunt down!

These additions can make for a richer, more fulfilling solving experience.


DO NOT DO:

Do NOT create a holiday word search without being very careful to edit out any questionable or inappropriate vocabulary.

For instance, these words do not belong in a kids’ Christmas word search.


DO:

Make sure your puzzle has audience-appropriate vocabulary and a family-friendly theme.

For instance, the Penny Dell Bible Word Search app features entire passages from the Bible, broken up into searchable words and phrases.


DO NOT DO:

Do NOT make a 50 Shades of Grey-themed word search and distribute it to middle school students!

Yes, this actually happened.


DO:

Freshen up the word search formula with interesting and challenging variations.

[An Around the Bend word seek from Penny Press.]

Our friends at Penny/Dell Puzzles have some really clever variant word searches, like Missing Vowels, Missing List, Zigzag, and plenty of others. Whether you’re discovering bonus messages, finding craftily hidden words, or dodging red herrings planted by clever constructors, you’ll find plenty to keep you interested.


DO NOT DO:

Do NOT get a word search grid full of swearing and foul language tattooed on your lower back.

No, I’m not including a link or a picture on this one. Trust me, it exists, and it definitely belongs on the Do-not-do list.


Well, there you have it! Some important dos and do-not-dos of word searches and word seeks. With these few simple rules (and cautionary tales), you can craft high-quality, fun, worthwhile puzzles for friends, family, students, and more.

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