


Get player feedback after the session to see whether or not they liked the idea. Make it for something not essential to driving the plot forward like a magic item locked behind a puzzle wall or perhaps a game of riddles for a free round of drinks at the local adventurers’ tavern.

The dungeon master might also find one player is into the idea, while the others are not.įor games already in motion, dungeon masters who want to introduce puzzles should consider trying out one during a session. Players might enjoy solving a puzzle together or they may prefer to focus their time on combat or roleplaying. RPGs are a collaborative experience and the more times everyone can confirm they are on the same page, the better the overall experience will be. Ideally, this should be part of session zero before the game starts. The first thing a dungeon master should do is discuss with their players whether or not they want puzzles in their game in the first place. How can a dungeon master make these adjustments for a puzzle? How can they make a puzzle more difficult? Or easier? Would you like to solve a puzzle? Roleplaying encounters can rely on the flow of performance in a scene and the outcome of a few rolls like persuasion, intimidation or deception. Combat design can be adjusted and readjusted to make the maths work. Puzzles can also be absolutely frustrating to put together as a dungeon master.
