So I’ve done my fair share of puzzles, both as a player and GM. Passwords or numbers, combination locks, logic and riddles, and even pictures can draw in some players while leaving others bored. I find it hard to get a good balance of challenge level and fun.
Players can come to a stand-still when faced with a puzzle. The clues may seem obvious to you, the GM who made it, but be completely lost on the players. If you find that the game has come to a halt and they just don’t seem to be “getting it,” give them a roll to see if any of their characters would have the answer. Facing a puzzle can cause nervousness. Some players will want to work through the answers and have certainty before trying anything. For these players, it would be beneficial to add some sort of timed element. A swinging blade slowly cutting a rope holding open the next door or they face possible drowning as the room fills with water. This will prevent a group from sitting down for the next hour (or more) discussing the possible solutions. If you find the players are just trying things at random hoping to fall upon the right solution, you can add an element of danger. Each time they try a combination, have the puzzle react. Placing statues in the wrong alcove can trigger needles to poke into the character’s arm or turning the arcane symbol in the wrong direction sends out an electric shock that jumps from character to character. This will make the players pause and think about logical solutions and only try what they believe to be the best one first. Either way you go about this, keep an eye on your players. If they seem stuck, or getting frustrated, you will have to “throw them a bone.” Give them an obvious clue, or even change up your puzzle a bit. It’s okay to allow them to succeed even if it is not the answer you wanted. Remember, this is supposed to be a fun game with friends.
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AuthorJodie Archives
March 2025
Have a question you would like the GM to give her thoughts on?
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