kitsune9
Adventurer
So you're DMing and you got your encounters, your villains, your treasure and your traps. But you think and say to yourself, "Hey, I should introduce a couple of puzzles here."
What kind of puzzles do you use and why?
Me personally, as a DM, I like puzzles so long as they make sense, but it's a real challenge at times because when you DM a group of players, you don't know what "challenge level" your players are at or whether they even have the inclination of recognizing the type of puzzle or solving it.
In my old 2e campaign, I had two engineers and two nurses. They were pretty smart people so there was nothing I tossed at them that they didn't have solved in about 5 minutes (one of the only things that they were able to work together on, they fought over just about everything else).
Speed forward 15 years later with my Pathfinder group, I have to be really careful in choosing puzzles, because one guy has no confidence in solving puzzles and won't look at them or refuses to participate, a couple of other guys will give it their best shot, but I can tell it's more random guessing than any logical effort, and one other guy is decent at it, so long as I don't set the puzzle rating to Medium or tougher.
Also, do you test your puzzles to see if they are solvable and come to the same conclusion that your players should come to? For me, I give my puzzles to my non-gaming wife to test my puzzle. She'll solve it about two minutes with the correct solution. If she makes a mistake, I take a look at where she made the mistake and I'll realize that I gave a piece of information that was backwards or something and fix it. Saves me the headache of dealing with it in mid-game session.
What kind of puzzles do you use and why?
Me personally, as a DM, I like puzzles so long as they make sense, but it's a real challenge at times because when you DM a group of players, you don't know what "challenge level" your players are at or whether they even have the inclination of recognizing the type of puzzle or solving it.
In my old 2e campaign, I had two engineers and two nurses. They were pretty smart people so there was nothing I tossed at them that they didn't have solved in about 5 minutes (one of the only things that they were able to work together on, they fought over just about everything else).
Speed forward 15 years later with my Pathfinder group, I have to be really careful in choosing puzzles, because one guy has no confidence in solving puzzles and won't look at them or refuses to participate, a couple of other guys will give it their best shot, but I can tell it's more random guessing than any logical effort, and one other guy is decent at it, so long as I don't set the puzzle rating to Medium or tougher.
Also, do you test your puzzles to see if they are solvable and come to the same conclusion that your players should come to? For me, I give my puzzles to my non-gaming wife to test my puzzle. She'll solve it about two minutes with the correct solution. If she makes a mistake, I take a look at where she made the mistake and I'll realize that I gave a piece of information that was backwards or something and fix it. Saves me the headache of dealing with it in mid-game session.