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  • Why Puzzles Often Suck in Tabletop Role Playing Games

    Advice/Tools, Dungeon Masters, Play

    Ok, first the disclaimers.  Not all puzzles suck.  Not every player is turned off by them.  Not every party gets confused or bored by them.  Not every DM is frustrated when the party bypasses them.  Not every party will just go around them or ignore them.  There are certainly some situations where puzzles are interesting and fun.  Those situations are not the topic of the day.

     

    Puzzles generally fall into a few categories.

     

    • Levers and switches
    • Fetch and return
    • Riddles
    • Mazes
    • Find the clues

     There are many more, but these are some of the more common.

     

    Outside of a tabletop RPG, most of these kinds of puzzles are very interesting and fun, particularly for people who enjoy puzzles.  Many DM’s enjoy puzzles, and adding a fun little puzzle seems like something enjoyable to break up the monotony of yet another hack n’ slash session.  Be warned.  A puzzle in-game probably won’t work as intended.

     

    Let’s take a few puzzles by example.

     

    The Lich’s crypt is guarded by six levers, numbered one through six, and can only be opened when levers 2, 4, and 5 are up; 1 and 3 are down; and 6 is in the middle.  The party finds said crypt.  Ok, what is going to happen when you have five people who have not read your notes reach this dead end door?

     

    Well, if they are anything like players I have played with they will begin trying to scry for help, or attack the levers.  None of them will want to go through the tedium of actually trying combinations.  If they can’t:

     

    A)    Find an answer in town or

    B)    Bybass the levers with a skill/ability check

     

    Then they will exit the dungeon and go find entertainment elsewhere.  And after the session they will discuss amongst themselves how stupid the levers were.  I suggest allowing a skill challenge to get through this, and use the combination as added flavor.  I.e. on a success say “lever number 1 clicks in the down position” or something similar.  This makes the character’s skills relevant but allows you to let them in on the puzzle.

     

    Riddles:  I enjoy riddles a great deal.  My rule of thumb here is: don’t punish the players for getting the wrong answer.  Odds are pretty good that they won’t know the answer, even to a riddle you may consider obvious.  If the consequence of getting the answer wrong is loss of a significant treasure or serious damage (even death) then you should allow for a knowledge check of some sort to get the correct answer.  Even then I would err on the side of caution, and never stick to only one “correct” answer.  If you are looking for “honor” as the answer, then you may also want to accept things like “courage” “valor” “trust” etc.

     

    Fetch and Return:  Go get gem A and place it on pedestal B, but only after you find gem B and place on pedestal C, but pedestal C is on level 1 and pedestal A is on level 3 and gem C is in that town we left two sessions ago.  Odds are extremely high that one or more piece of your puzzle will simply be skipped by the players. 

     

    They reach the end of level 3 of the dungeon but can’t get through the door.  What then?  “You’re all so stupid,” you shout.  “It was back there, and it was obvious.  I dropped like a dozen clues.” 

     

    Um, players aren’t stupid or uncreative because they didn’t follow your little track down the path of glory.  They can’t read minds and you shouldn’t expect them to.  If it really means that much to you to have them find gems A, B, and C, then give them gems A, B, and C at the same time.  If you don’t want them to lose/sell them, then place them in the same room as pedestal A, B, and C, and clearly describe how the gems look like they should fit into or onto the pedestals.  Otherwise they will sell the gems for loot and all your precious creative time will have been worthless because they will just go somewhere else and do something else.

     

    Mazes: Any idea how boring it is to go through 900 miles of dungeon terrain one square at a time with zero encounters.  Well I do.  IT SUCKS.  The dungeon should have a point other than being a windy twisty concoction you spewed onto graph paper one evening when you had nothing better to do because once again you couldn’t get a date.  Mazes look good on paper.  They are horrible to play through.

     

    Find the clues:  A combination of Fetch and Return and Riddles.  Just remember, the players didn’t have a clue when the session started, and they won’t have one when the session ends, so don’t expect them to have a clue when they reach the riddle.

     

    So, keep your puzzles for nights you don’t play, and when you do play Have Fun!

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    14 Responses

    1. Tomcat1066  •  October 1, 2008 @5:03 am

      I generally hate puzzles, for the reasons you outlined. Being punished for not getting the perfect answer, or having very little guidance on how to work the combinations. Sometimes they’re obvious, but other times they’re not…and that’s when it sucks.

    2. Target  •  October 1, 2008 @6:29 am

      In one adventure we were fighting an undead hero type. Relative tough fight, but we won. He of course gave us 2 rounds and then re-manifested. At this point we knew it was the ‘puzzle’ portion of the adventure. We knew what the clue was (some criptic verse, or was that crypt-ic). But it was rather difficult to come up w/ the obscure solution while fighting for our lives. Especially since after the 4th time he re-manifested (when we were down to the limit of our resources and the GM finally threw enough metagame hints at us to solve the puzzle) it STILL didn’t seem to be a logical conclusion to me.

    3. Micah  •  October 1, 2008 @7:01 am

      Nice write up. I’ve used puzzles with varying levels of success, but it usually brings eye-rolling from the players. Plus, the solution usually involves smashing their way through or just blowing something up.

    4. MadBrewLabs  •  October 1, 2008 @8:50 am

      It is a mixed bag for me. I love puzzles as both a player and GM, but there needs to be some guidance so that the puzzle is solveable without being frustrating (unless that is the point).

    5. admin  •  October 1, 2008 @3:09 pm

      MadBrewLabs, I couldn’t agree more with you. I find that with the puzzles I’ve used it just ends up being frustrating because the clues that seem so obvious to me just don’t make sense to the players.

    6. Dragon Blogger  •  October 1, 2008 @5:48 pm

      I have used puzzles, riddles, cryptic writings that characters had to decipher, but I always allow a player to fall back on a skill check. Remember the characters in most cases are smarter than the players, and should be treated as such. I give bonus XP to players who can solve a riddle, puzzle on their own, and no XP bonus to characters who use a skill check. This tends to encourage my players to try and solve it themselves before falling back on a skill check.

      When I role play though I rarely have sessions at all with dungeons in the traditional sense.

    7. Jade  •  October 2, 2008 @11:10 pm

      Just wanna say thanks for being my top dropper! Some Linky Love for you;)

      Have a great weekend!

    8. Donny_the_DM  •  October 3, 2008 @10:49 am

      Good use of skill challenge!

      That is what the system is for. I’d rope em in using my silly little variant, with the “puzzle” itself as the antagonist, and see if they can fix it before the “puzzles” defenses summon up a mummy or something.

      Great post!

    9. techsplosive.com  •  October 7, 2008 @3:06 pm

      Why Puzzles Often Suck in Tabletop Role Playing Games…

      Explanation of how puzzles work in table top games as opposed to computer games….

    10. [...] Monologues * Pointless Puzzles * Minions * Room Descriptions * Other player’s characters (most of them anyway). * Names of [...]

    11. Titanium Dragon  •  February 21, 2009 @1:58 pm

      I think the real issue is not so much that puzzles are bad, but only that some players even like puzzles in the first place. One group I play with enjoys puzzles greatly, and they liked both the puzzle-based dungeons in the last campaign. But I wouldn’t just throw puzzles at any old group; many groups simply don’t care enough to figure them out, or are interested in other things.

      I think there’s one good rule of thumb as far as puzzles go - make them optional in the sense that solving the puzzle is not necessary for the adventure to continue. For instance, if you’re in some place full of riddles, incorrectly answering the riddles triggers a fight, or messing up on the puzzle activates a trap. You can still progress, but you have to do something else instead. If you have to solve a puzzle for the adventure to continue, and the players cannot solve it, then you’re stuck. Its the same as it is with skill challenges - fundamentally, if you fail a skill challenge or a riddle, the adventure should not end. Something else should happen which drives the story along instead as a cost of failure.

    12. admin  •  February 23, 2009 @8:39 am

      I agree that the game should definitely not end as a result of a failed puzzle. I think that too often GM’s get into the mindset of only one or a very few possible outcomes rather than allowing the story to grow organically from the character’s actions.

    13. blake  •  March 21, 2009 @6:06 am

      Sounds like the difference between modern “skill check” for everything, no imagination other than whats on the sheet gamers and old schoolers who had to think for themselves. The puzzles you presented are as dull and unimaginative as the players, no wonder they hate them.

      Check this free pdf of how it used to be done (honestly how lame is skill checking everything? How about PLAYER skill?)

      http://www.lulu.com/content/3019374

    14. Rick  •  July 3, 2009 @7:09 am

      Thank you for that Quick Primer for Old School Gaming pdf!!!

      I have been gaming since the begenning of old AD&D, but the group I am DMing for are all 3rd edition rules lawyers, and I’m getting sick of it.

      Hopefully giving them that PDF will provide a bit of backing for my frequent old-gamer rants about how much more fun things were in “the old days.”

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