Glyfair
Explorer
Of course, this can vary among campaign styles. What you are saying is accurate for an "adventure driven" campaign. By that I mean something like the adventure paths, where you are expected to go from adventure A to adventure B (with possible side treks).PapersAndPaychecks said:Here's a puzzle. To solve it, you have to figure out the answer. If you can't figure out the answer, you have to go a different way.
Puzzles are absolutely fine, provided they don't block the characters' progress. You solve a puzzle, then you get a reward, but you can complete the adventure/save the damsel in distress/prevent the Evil Wizard from Blowing Up The World/stop the Mad Cultists from Summoning the Elder Horror or whatever else without solving the puzzles.
However, in more free form campaigns this isn't necessarily a problem. If the players can't solve the puzzle that allows them to enter the "Lost Tomb of Martek" then they find other places to adventure. Even if the tomb contains the bane weapon to their archenemy they will be able to face him without it (or they can try other options for weapon to fight their enemy).
Of course, even in those campaigns it can be a problem when done badly. If the players have been working towards a goal for months and then encounter a puzzle they can't solve, that can kill the campaign. If they had to spend a session arranging transport to Xen'drik, a session travelling to Stormreach, then spend a session finding a guide to the tomb, then spent sessions getting to the tomb with multiple encounters, then spent a couple of sessions exploring to tomb, they'll have problems if they find the last room has a "unsolvable" puzzle. If they don't work out that the way in the room is to say "friend" because the hieroglyphics say "Speak friend and enter" then they will be frustrated.