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Designing Puzzles for RPG Adventures

The document provides guidance on creating puzzles for roleplaying games, including common puzzle themes like card arranging, careful placement of objects, and using monsters or magic items. It also outlines a step-by-step process for designing puzzles, starting with the solution and working backwards to incorporate clues and obstacles.

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0% found this document useful (0 votes)
76 views2 pages

Designing Puzzles for RPG Adventures

The document provides guidance on creating puzzles for roleplaying games, including common puzzle themes like card arranging, careful placement of objects, and using monsters or magic items. It also outlines a step-by-step process for designing puzzles, starting with the solution and working backwards to incorporate clues and obstacles.

Uploaded by

matthewy905
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

How to Create Puzzles for RPGs

Fifth Edition has a lot of cool elements to it that GMs can use:
combat, exploration, and, of course, plenty of role play. These are
Hint at Danger
often considered the four pillars of a tabletop RPG. However, I Sometimes, a magic item or clue hints that there may be an unseen
believe that there is a fourth that's just as important: problem danger somewhere in the challenge.
solving and critical thinking. And it is arguably the most difficult of
the four to plan properly. Example: while traveling through an ancient temple, the characters
This article goes in-depth on how to create puzzles for Fifth find a sword of reptile slaying just before they have to enter a sealed
Edition, first, introducing common themes, then delivering a step- room.
by-step method for adding puzzles to your own adventure.
Illusions
Part 1. Common Themes in An element of games that definitely doesn't see enough use,

Tabletop RPG Puzzles illusions have many functions. They can place powerful illusory
creatures in the paths of the characters, create hazards where there
Having read through a number of tabletop RPG modules and are none, or hide important information.
adventures, I've noticed that there are a lot of common themes
among the various puzzles that appear. This is a list of the types I've Example: the characters open a door, revealing a room with a
encountered the most. Of course, this is by no means a definitive massive pit. The only exit is 40 feet from where they stand.
list. However, the pit is an illusion.

Card Arranging Individual Challenge


The characters (and even the players) are given cards which they There are challenges that require a single character to solve without
must arrange to solve the puzzle. Sometimes, the cards act as literal the help of his/her companions. This could be because the situation
puzzle pieces that offer a clue when put together the right way. requires the party to split up (gasp), or something is preventing the
Other times they are clues themselves. party from openly communicating, such as magical darkness or the
silence spell. It might also require a specific talent or skill the
Example: the characters and players are given three cards that character possesses, such as a thief's locking-picking skills or a
seem to read gibberish. However, if they are placed in a "staircase" mage's talent for the arcane.
formation, they read "GO DOWN STAIRS."
Example: a secret door opens so long as one of the characters
Careful Placement stands on a pressure plate. The door automatically closes if the
character steps off the plate.
Certain puzzle solutions require that the characters carefully place
an object. Sometimes, the object has multiple ways it can be placed,
offering different benefits (or penalties) where it is placed.
Magic Items
The characters are given a magic item. While the magic item may
Example: the characters discover an oddly-shaped sword. There initially appear to be useless or have a secondary value, it is used as
are three holes in the floor. Placing the sword in the correct hole part of the puzzle's solution.
opens the door. Misplacing it triggers a trap.
Example: the characters discover a magical gem that reveals the
Classic Games path through a maze of invisible force walls.

Perhaps a little meta, but a puzzle might incorporate elements from


a classic game such as chess or minesweeper. If the players are
Monsters as Helpers
familiar with the function of the game, they can solve the puzzle in A few scenarios require the characters to use the monsters present to
no time. assist them.

Example: the characters enter a room where its floors are marked Example: a huge chasm is the only thing between the party and the
with hexagonal tiles, each with a number on it. The numbers help treasure they seek. Floating over the chasm are gas spores. To cross
the characters identify the location of traps, similar to how the game to the other side, the characters must use the gas spores as "stepping
the numbered tiles in the classic computer game minesweeper does. stones" leaping from one spore to the next.

Dual Use Items Meta Challenges


Objects given to the characters may have more than one use. Meta elements sometimes incorporate details from previous
scenarios, or sprinkle clues throughout the adventure which don't
Example: a medallion the characters find in the first act is not only become obvious until the characters reach a final puzzle. This works
the key to an important door, but it serves as compass on a map they especially well as a "red herring" (see below) as these subtle clues
discovered in the second map. can distract from immediate puzzles.
1
Example: in each previous puzzle room, the characters discovered Word Puzzles
numbers on the walls painted in red. Initially, they thought that the
The characters discover word clues which they must decipher to
puzzles didn't mean anything. But once they reached the final
pass a challenge.
puzzle, it's clear that the numbers were supposed to use in a
combination lock.
Example: the characters discover a word jumble. Putting the letters
into the correct position, the word spells "BLACK IS THE KEY"
Order of Operations which tells the characters to use the black key for the door intstead
Many puzzles have a specific order in which the characters should of green or red.
perform related tasks. Failure to follow the correct order could spell
danger. Part 2. How to Create Your
Example: to get into the next room, one character must press a Own Challenges
button to open a door, another needs to press a button to disable the
Now that I’ve broken down various styles of puzzles and
traps in the room, and a third must press a button to lower a draw
challenges, you should have a decent idea of how to assemble good,
bridge. Once everyone is in place, the fourth character runs across
level-independent challenges for your characters.
and hits the button that opens the door allowing his/her
Here are a few steps I’ve ironed out to help in the challenge
compnanions to join him/her on the other side.
assembly:

Props 1 – Come up with the solution to the challenge


Physical props given to the players are a fun way to help visualize The easiest way to create these challenges is to start from the end
puzzles. and work your way backward offering the best possible solution.
You could even start with a map of a room and its obstacles.
Example: if a puzzle involves the characters using a mirror to solve Make sure you include a way out of the room or challenge-area.
it, why not include a mirror? For example, a cylindrical shaped room could have a hole in the
ceiling that the characters need to escape through.

Red Herrings Once you have everything in place, work your way backward
from the solution.
A red herring is a false clue within the adventure designed to throw Try not to overdo certain themes. For example, every challenge
the characters off the actual clues. involving a word puzzle may get boring after a while. Unless, of
course, your players enjoy word puzzles.
Example: the characters discover a key in the ancient tomb.
However, the key doesn't work in any of the tomb's doors. 2 – Create the appropriate handouts
A majority of the puzzle scenarios in Fifth Edition modules come
Riddles with handouts to help the characters come up with a solution. In
addition, many of the rooms can be difficult to visualize. It helps to
A riddle is a question or statement intentionally phrased so as to create these handouts accurately for the characters to hold, view,
require ingenuity in ascertaining its answer or meaning. and use.

Example: the sphinx poses the riddle: "What is the creature that 3 – Supply the proper props and clues
walks on four legs in the morning, two legs at noon and three in the Each scenario begins with a description offering the characters the
evening?" to which the answer is "man." requirements to fulfill the challenge. Make sure that your
descriptions and items give the characters a basic idea of what to do.
Simple Math Be sure to sprinkle a few of your challenges with red herrings,
but don’t overuse it. Otherwise, the players will always be
Often, a puzzle requires the players and their characters to do basic suspicious that there’s a red herring present.
arithmetic, numerology, or geometry. If you choose to offer hints, make sure that the hint cuts straight
to the core of the solution. For example, if the characters are
Example: the characters discover five doors, each with a sequence supposed to ignore the cards in a particular challenge, make sure the
of numbers. Adding the numbers together in each sequence reveals hint tells them to do that. But don’t give away too much!
that four of the doors add up to an even number while the fifth adds
up to an odd number. 4 – When in doubt, “steal” from other sources
Supposedly, Pablo Picasso once said that “good artists borrow, great
Teamwork artists steal.” Don’t be afraid to do the same with your challenges.
You could get ideas from your Sunday word jumble, or even use
Teamwork puzzles require the characters to work together to solve some of the challenges presented in official Fifth Edition books
the problem. themselves (retooled, of course, if you’re going to sell the final
product).
Example: in order to see all of the clues within a temple, one
character must ride on the shoulders of another.

Common questions

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Meta challenges integrate overarching elements and clues from previous encounters, providing depth and continuity to the game narrative. They challenge players to synthesize information collected throughout the adventure, thereby fostering long-term strategic thinking and narrative cohesion. These challenges often culminate in higher-stakes puzzles, as players piece together disparate clues they've encountered. Successfully solving a meta challenge validates the players' exploration and comprehension skills, rewarding engagement with the broader game world .

Incorporating individual challenges requires considering the diversity of character skills and ensuring all players remain engaged. These challenges allow for spotlight moments, where a single character's unique skills shine, such as a thief's lock-picking prowess. However, designers must ensure these challenges don’t isolate players that aren’t directly involved, potentially through parallel activities for others. Adjusting difficulty to the character's skill level is also crucial to maintain fairness and satisfaction .

Incorporating classic game elements into RPG puzzles can provide a sense of familiarity and leverage players' existing knowledge to solve challenges quickly. For example, using mechanics similar to those in chess can create engaging strategic challenges. However, the risk lies in potentially reducing the puzzle's difficulty for experienced players or causing confusion for those unfamiliar with the referenced games. It's essential for designers to balance these elements to benefit overall gameplay without alienating parts of the player base .

Props serve as tangible elements that help players visualize and interact with the game environment, making puzzles more immersive and engaging. For instance, using a physical mirror when characters must solve a mirror-based puzzle adds a tactile dimension to problem-solving, enhancing the realism and entertainment value of the scenario. This use of props can also stimulate creativity and make abstract concepts more accessible .

Dual-use items enhance gameplay by adding layers of complexity and encouraging players to think creatively about the items at their disposal. These items serve multiple purposes, which can be critical in solving puzzles and advancing the narrative. For example, a medallion found early in a game not only serves as the key to an important door but also functions as a compass on a map discovered later, requiring players to re-evaluate the utility of items they possess .

Illusions in RPG puzzles create scenarios where players must discern reality from illusion, challenging their perception and decision-making. They can place illusory creatures or obstacles in the path of players, potentially leading them to waste resources or avoid non-existent threats. For instance, a room might appear to have a massive pit that hides a safe path. This forces players to carefully consider their senses and information provided by the game, affecting strategy and potentially revealing deeper truths about the game world .

Teamwork puzzles necessitate collaboration and coordination among players, leveraging each character's strengths and skills. Such puzzles require players to communicate and strategize effectively to solve challenges, thus promoting interaction and reinforcing the social aspect of RPGs. For instance, a puzzle might involve players positioning themselves at different levers to open a pathway, enhancing team bonding and making the experience more engaging and memorable .

Starting with the solution allows designers to ensure that puzzles are logically coherent and feasible to solve. By understanding the end goal clearly, designers can construct challenges that directly lead to this goal, providing a clear path through which players can navigate the puzzle. This method prevents dead-ends and ensures that the necessary clues and mechanisms are in place to guide players effectively from the problem to the solution, enhancing the overall design quality and player experience .

A 'red herring' is a false clue meant to distract players from actual solutions within RPG puzzles. Its impact on player experience can be twofold: when used sparingly, it adds excitement and challenges players to think critically, however, overuse can lead to frustration and distrust of future clues. It requires careful balance to ensure players remain engaged and do not feel misled, enhancing rather than detracting from the enjoyment and intellectual stimulation of the game .

Problem-solving and critical thinking are considered one of the four pillars of tabletop RPGs alongside combat, exploration, and role-playing. They are crucial because they engage players in a deeper exploration of the game world and narrative, requiring creative and intellectual engagement beyond mechanical gameplay. This aspect is challenging to plan because it requires crafting puzzles that are coherent with the narrative, appropriately challenging, and satisfying to solve without disrupting gameplay flow. The intrinsic complexity of balancing these elements makes it a difficult aspect to plan properly .

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