#17 - Incorporating Puzzles
One of the elements I think of in role-playing games are the activities that go on outside of a role-playing game. Obviously there is a social aspect, and it’s often key to have the players talking with each other. To keep the game running smoothly you also don't want it to go too long, and you find ways to draw the attention of people who are getting bored.
Another trick I can interrupt normal game play with, is by handing over a puzzle to the players. Such a toy breaks up normal game-play by adding a new dimension. It takes the action from a land entirely of make believe, and adds a real world element. The focus shifting to a puzzle means it is no longer on something we are imaginings, but now on something we see.
Even better if it is something you can hold in your hand!
Puzzles like this, Anagrams, riddles, or even jigsaw puzzle are often not necessary for a game. But, its richness comes in the reminder that a role-playing games has more than 1 dimension. We don’t merely pretend, we interact, we exchange.
Here are 3 quick suggestions for incorporating a puzzle seamlessly!
#1 Make it physical!
An anagram can be a great way to produce a password. Suppose the heroes need a secret phrase to open a door. They may know what letters go into that password, but not which specific word / words. That will surely make opening a locked door more exciting. But even better than giving them a slip of paper with the letters jumbled on it is giving them a stack of post it notes. This allows everyone around to have a look at the letters individually, they can quickly rearrange them and puzzle it out together. For an anagrams specifically, post its also help to ensure their final answer uses all letters.
There is no possibility of forgetting an E somewhere, if you are still holding it in your hand.
#2 Make it nonessential!
If solving a puzzle is required to continue the plot it is instead a roadblock. That would be fine, if they can find the solution… It will not feel as good however if they solve it immediately. that would make the test mundane. It would feel even worse if they cannot solve the puzzle, that would highlight their helplessness. Set puzzles aside for bonuses. If they have to assemble a map that was cut up with a jigsaw have the map show them something special. Reward them for solving it, for going above the call of duty. Never punish them for not seeing an "obvious" answer.
#3 Have a backup
With my last note in mind, it is possible the heroes will solve your puzzle right away. Some players may have heard a riddle before, or it may only take 30 seconds to complete the Rubik's cube. In that case whip out another one! If they needed a password to get thru a door, and they already have it on hand, ask for a 2nd or a third. A three part challenge isn't much more difficult than a single obstacle. It will take more time obviously, and getting the hat trick will feel great! Anyone who has scored a critical hit can appreciate the lucky roll, but to get it 3 times in a row is remarkable.
The reward of a puzzle can be the solution itself. Solving more than one can be double / triple the glory!
That said, I wouldn't ask the heroes to solve 4 or 5 riddles in a row... Don’t make the puzzle a chore.