The first time I played Vampire: The Masquerade (back in 1st edition), my GM came up with a campaign that was centered around a chessboard. What this meant was that everything that happened in the campaign would have been related to a predetermined set of moves in a particular game of chess that a couple of elders were having...the idea being, I suppose, that they were taking their game into the world and using various characters as pieces.
Anyway, one of the first things that happened was that the piece that represented one of the PCs was "taken", and removed from play, so his character was captured or something and he didn't show up to Elysium that night. So he was apparently supposed to sit there and wait for the whole campaign. Fortunately for him, the DM went off to the bathroom, and without knowing why he had set up a chessboard on the other table, we started fiddling with it. When he came back, he was aghast. His "clever puzzle" that would have given us the clues to figure out what was going to happen so that we could subvert the elders' plans eventually.
It turns out that he hadn't written down the positions of the chess pieces, and so the carefully planned order of play was destroyed forever. Or something. Anyway, he threw a fit and we were all of the opinion that it was a pretty dumb plan, and weren't interested in solving some chess puzzle anyway. Campaign came to a grinding halt in the first session.
There are two morals to this story:
1. Don't hinge your campaign on a single puzzle, trick, or trap, without having a backup plan to keep the ball rolling.
2. Don't leave your cunning puzzle sitting around where the players can mess with it.