AeroDm
First Post
My take on puzzles is that they are (usually) there for the humans beings at the table, not the characters in the game. There is just little narrative defense for a puzzle in the game. As people have pointed out, why does this ancient wizard need a puzzle to remember his 5 digit code? I remember dozens of passwords and telephone numbers and the like without giving myself a puzzle to help ("To call your mother at her abode, you must first press her area code...").
Once you've accepted that, then engage them on their level. I always caution on being easier to solve than harder. They'll feel good no matter what if they solve it and they'll be annoyed no matter what if they can't solve it. It is a rare puzzle that someone fails to solve and when it is explained says, "Wow, that was a well made puzzle, GM. Thanks." I also try to make sure that the puzzle is not necessary for the game to progress or, ideally, can be solved between sessions. Giving out a cryptic that someone can work on at home outside the session is always fun and they feel good when they come back next session and reveal to everyone their success.
Once you've accepted that, then engage them on their level. I always caution on being easier to solve than harder. They'll feel good no matter what if they solve it and they'll be annoyed no matter what if they can't solve it. It is a rare puzzle that someone fails to solve and when it is explained says, "Wow, that was a well made puzzle, GM. Thanks." I also try to make sure that the puzzle is not necessary for the game to progress or, ideally, can be solved between sessions. Giving out a cryptic that someone can work on at home outside the session is always fun and they feel good when they come back next session and reveal to everyone their success.