D&D 5E Riddle Me This

Riley37

First Post
I'm fine with them if they make sense in the setting.

Who's asking the riddle, and what's their motive?

The story of the Sphinx is a classic. Yes, it depends on cultural context, such as use of a walking stick.
The story of Alexander and the Gordian knot is also a classic.

The Test of the Mind, in "Order of the Stick", is a modern classic:
<http://www.giantitp.com/comics/oots0327.html>
 

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Pickles JG

First Post
That's a tendentious claim.
😀
I was channelling some friends from 20plus years ago that ran a fanzine on board games. When asked why they did not cover computer games they would reply because we cover games not puzzles. Pre multi player web games of course.

If they are games then they are an easy to categorise set of games I don't care for. I am not sure tiresome.
 

Pickles JG

First Post
See, I don't ever mind if the party stops and obsesses over something all session, or even for multiple sessions. I don't feel the need to enforce a certain pace in the game. Pacing is largely dependent on what the pcs do.

There's a great example of this from my halfling 3.5e campaign. The party spent almost an entire session around a crossroads. They found it, debated which way to go, made a choice, started, changed their minds, went back, debated again, etc.

It was hilarious and tremendous amounts of fun.

I have no issue with one line of play stalling or being blocked. I would just rather this became apparent quite quickly. A murder mystery could be a good puzzle as it needs solving but can be done gradually as the pcs do other things like other missions or just collecting more clues. Too often the puzzle seems to roadblock the whole adventure rather than keeping some cool reward out of the players hands.

As to the halfling thing that bewilder me. As a player I can neverget worked up over these operational left right decisions and go with the flow (or follow Beth' s book of adventure which said always turn left). Soumds funny to DM though.
 

Nebulous

Legend
See, I don't ever mind if the party stops and obsesses over something all session, or even for multiple sessions. I don't feel the need to enforce a certain pace in the game. Pacing is largely dependent on what the pcs do.

There's a great example of this from my halfling 3.5e campaign. The party spent almost an entire session around a crossroads. They found it, debated which way to go, made a choice, started, changed their minds, went back, debated again, etc.

It was hilarious and tremendous amounts of fun.

If it seems like they're really enjoying a particular tactic they're working on I let them do it and just observe, and then try to work it into the plot so their time was worthwhile and not wasted.

As for riddles, I've used them very sparingly, and not in a very long time, but i enjoy them. The few times i've done it, they tested the players wits, not the character. I also wouldn't let it reach a point where they could not progress. They're going to get past it one way or another, unless it was completely not plot related and just a bonus perk -- solve X and you get Y.

Hmm. Maybe i should add one to the last level of Wave Echo Cave, that might be fun.
 

Wednesday Boy

The Nerd WhoFell to Earth
I love the thought of riddles and puzzles in a game because I optimistically imagine that they'll be solved. When this happens it's glorious and rewarding.

When that doesn't happen they're a drag. They either become a frustrating time sink or the GM gives you an obvious hint or lets you roll to solve it, which cheapens the challenge and leaves me wondering "Why bother putting it in?"
 

My main goal is presenting challenges that engage and entertain my players. If a riddle fits the ticket, I've done it. But there's usually an 'easy button' option to getting past them if they prove too frustrating to deal with.
 

Nebulous

Legend
It probably exists somewhere out there, but it would be awesome to have a roleplaying Riddle Compendium that has a wide number of riddles, tricks or scenarios where the players have to figure things out, the setting in which the riddle occurs, and alternative methods to bypass them. Completely system neutral too. Repercussions for failure, results of success, how to delineate hints and prompts based on the nature of the riddle itself. That would be a massive time saver for the harried DM. It might also result in more campaign riddles than the players want to experience!

"Another god**** sphinx? Come on, man!"

Edit: I will happily contribute to a group project if anyone wants to do this.
 

I'm A Banana

Potassium-Rich
Not a fan of riddles, personally. I didn't sign up for a game of D&D to play brain teasers.

I get that some folks like 'em, and no skin off my nose there, but it is really more of an individual player thing.
 

Boarstorm

First Post
I think riddles and puzzles are fine so long as they serve to gate SIDE CONTENT, if the distinction makes sense (and I know there's no such thing for some styles of ultra-sandbox play).

It's whenever the players main goals are stalled by them that they become a problem, in my experience.
 

Flexor the Mighty!

18/100 Strength!
Riddles and puzzles are fine, the game should challenge the players through the characters. And as others have stated sometimes the players don't solve and find everything which is OK, and if they want to spent a lot of time trying to figure something out that's fine too.
 

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