Hawken said:
And everyone should know that? The type of puzzle is separate from the fact that it was a situation that the player had to deal with who may or may not know puzzles and it is the character that suffers the consequences. That's not a good mix for the game, even worse when its a matter of life and death.
What I meant by that is that the puzzle itself tells you how to solve it. "Speak, friend, and enter" literally says to speak the word "friend". Similarly this puzzle contained the instructions on how to solve it. I'm not sure the DM could have given any other hints other than "look up wrath and justice in the Bible".
Actually, it could be way out of line. Religion is touchy at best and forcing someone to look up material in any religious text as a crucial part of a game is seriously out of line unless the DM and Player both have discussed it ahead of time. If the Player doesn't mind and likes a Sunday School lesson thrown in with an rpg, that's about the only exception to it not being out of line.
A Sunday School lesson taught by a Wiccan and involving the Book of Mormon?
If you are going to play in the real world, and involve history to any degree, you are going to encounter religion. To attempt to pretend otherwise is naive at best. After all, you're playing a game that already involves the legend of Cain.
As well, his character took ranks or skills in Religion, implicitly making Religion fair game as a topic. If his character was an atheist plumber, than yeah, dragging him into a religious topic is excessive, but the player chose his weapons.
That's not roleplaying. There's no interaction between the character and anything at that point. For that puzzle it was the Player having to solve it (or not, in this case) and the DM killing off the character because the Player--not the character--failed to solve it. The character was well trained on the subject of Religion and should have had no problems solving the puzzle, the Player, not so similarly trained, failed. Ability/Skill checks should have provided signifigant clues about solving it and the DM should have known that the Player does not have the same training as the character and cannot do the things that the character in game could do. Clues could have been provided and hints given to lead the player to the correct answer. That would have demonstrated some value in the character's religious training (as well as allowing the Player the chance to use that skill with meaningful results), and would have been more satisfying helping him along so he could come to the answer himself; rather than just giving the answer for a good roll, or outright denying it because the Player did not have the character's knowledge.
My opinion is that puzzles are a bad idea for roleplaying games. Either the player is more knowledgeable than the character, and earns them a victory they should not have had. Or the the player is less knowledgeable than the character, and the character loses unfairly.
I'm just saying that if you live by the sword, you die by the sword. (Role-playing vs roll-playing)
As well, in my opinion, the puzzle was fairly easy. The DM was not out of line to think that her player could solve it. The player just missed seeing the solution, and kind of got fixated on a wrong train of thought.
I do think the DM poorly handled the player not being able to solve it, but that was understandable as a rookie mistake. It's a hard question of should she let the puzzle play out, and enforce real consequences, or should she give the player the answer, and just let the game keep going.