And people have to really learn that some people just don't get much out of some things of this nature. I can get some fun under limited circumstances from figuring out what's going on, but its limited, and actual puzzle solving just bores me to tears. If a GM is really fixed on that sort of thing, we're probably a mismatch, but until that's obvious, I'm probably going to do a lot of things to try to just engage with it on a character level to get to the parts of the game I do like. And I can't imagine I'm alone.
So I'll add here that, for all my defense of "figuring out" challenges, I really don't like traditional D&D dungeon puzzles. You know, the sort of thing like "There are three columns, colored yellow, purple, green. On a pedestal are three gems..."
Blech. I hate those puzzles that have a single solution you're supposed to find, and is invariably too hard or too easy. And if you think of a good idea, there is no "close enough". It's just wrong.
(And, as an aside, why didn't the Archmage just put a good padlock on his laboratory?)
I kind of tune out when that stuff comes along, and let other people solve it. (Or just start hitting it all with my Shatterspike, if I'm playing that character.)
The kind of challenges I am talking about in this thread, and that I think
@Charlaquin is talking about also, are not that. Instead of having a single, prescribed solution, it's just...a problem, with open-ended solutions. Maybe there are no good solutions. Maybe the best solution is for the barbarian to rage and then run through the gauntlet, toughing it out. Or maybe they instantly come up with a super simple and obvious solution that the DM didn't think of.
The point is the goal isn't to design a challenge
with a specific solution. It's to design a challenge, period. Then see what happens. And I, at least, find that to be way more fun than the traditional single-solution dungeon "puzzle."