Chapter VII · Riddles of the Deep · Puzzles, Predicaments & Perplexities

Puzzles & Perplexities

How to design and run puzzles, riddles and predicaments that challenge players, not just dice.


Designing a Puzzle

  • Give the solution more than one path — players rarely think the way you do.
  • Hide clues in the scene, not only in a riddle's text.
  • Make the stakes clear: a ticking clock, rising water or a sealed door.
  • Prepare a physical handout; holding a puzzle makes it real.
Puzzle typeExample idea
RiddleA guardian demands an answer before it steps aside.
SequencePressure plates must be stepped on in a pattern.
Word playA phrase must be read backwards or rearranged.
LogicThree statues — one always lies, one always tells the truth.
EnvironmentalRedirect light, water or sound to open the way.

Hints Without Spoilers

Reward partial progress, and never let a puzzle block the whole adventure — keep a costly alternative such as smashing the door and drawing attention.