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GM Screen
GameMastery Guide
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Advanced Topics
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Puzzles and Riddles
The Setup
Source
GameMastery Guide pg. 248
Giving your puzzle a reason to exist is a crucial step to making sure the players are interested in your game. Any puzzle needs to feel like an important part of an adventure, not a barrier preventing the players from enjoying the experience. There should also be a reason players actually want to solve a puzzle, with at least an implied benefit and penalty if they do or don’t.
Characters who select a life of adventure are not necessarily puzzle solvers, but they are good at getting out of dangerous situations. So when you introduce a puzzle, play to the characters’ strengths—that is, have it matter to the plot of the adventure, or even threaten their lives. Having a dragon promising to roast the PCs alive if they can’t answer its riddles makes finding the proper solution imperative.
Alternatively, not every puzzle needs to have a resolution immediately. A meaningful map or pictograph found in a strange ruin might hint at a campaign-spanning plot even though the PCs have no way of knowing that when they discover it. By feeding the PCs more information, through either their own research or later adventures, the GM gives the PCs the tools they need to make revelations without having a plot spoon-fed to them.
Whether a puzzle demands immediate attention or stretches out over several sessions, keep in mind that the game should not stop while it’s being solved. Sometimes impending doom makes solving a puzzle necessary to survive, other times allowing an enigma to baffle players for several sessions makes it a more significant part of the plot. You should also consider the consequences should the PCs fail, and make sure your game can still progress if they do. While coming up with the wrong solution might deny the party some detail, piece of treasure, or option, it should never mean that the adventure comes to a halt.