In general, I have found it's very difficult to "sell" a puzzle like this to players. Quite understandably, folks would prefer not to gamble on being able to guess the solution, so they look for a way around it instead. If you let them find one, your work on the puzzle is wasted. If you stop them each time they look for a bypass, they become rightly annoyed at being railroaded.
Moreover, this is a puzzle of the "Guess what I'm thinking" type. (Riddles also fall into this category.) Those puzzles are extremely tough to do in a way that doesn't leave players feeling, "How the #@*!$ were we supposed to know it was that solution instead of any of the five hundred other things it could have been?" You can see already that people have produced several plausible solutions in this thread. A different approach to puzzles is to create the puzzle with a clearly defined set of rules, then challenge the players to figure out how to apply those rules to solve the puzzle--"fox-goose-grain" is a simple example of this. Players will still bypass these if they can, but at least there is a sense that the solution is achievable by logic rather than telepathy.
I try to restrict the use of puzzles in general, and "guess what I'm thinking" puzzles especially, to bonuses rather than requirements. If you solve the puzzle, you get a nifty shiny thing, but if you don't solve it you're not roadblocked. You just don't get the nifty shiny thing. Ideally it should be set up so players who like puzzle-solving can crank away at it while everyone else gets on with the adventure.
Moreover, this is a puzzle of the "Guess what I'm thinking" type. (Riddles also fall into this category.) Those puzzles are extremely tough to do in a way that doesn't leave players feeling, "How the #@*!$ were we supposed to know it was that solution instead of any of the five hundred other things it could have been?" You can see already that people have produced several plausible solutions in this thread. A different approach to puzzles is to create the puzzle with a clearly defined set of rules, then challenge the players to figure out how to apply those rules to solve the puzzle--"fox-goose-grain" is a simple example of this. Players will still bypass these if they can, but at least there is a sense that the solution is achievable by logic rather than telepathy.
I try to restrict the use of puzzles in general, and "guess what I'm thinking" puzzles especially, to bonuses rather than requirements. If you solve the puzzle, you get a nifty shiny thing, but if you don't solve it you're not roadblocked. You just don't get the nifty shiny thing. Ideally it should be set up so players who like puzzle-solving can crank away at it while everyone else gets on with the adventure.
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