Successfully incorporating puzzles into your game is something many Dungeon Masters struggle with. How hard do you make the puzzle? What do you do if the players get stuck? Tasha’s Cauldron of Everything provides puzzles you can drop into your game, but what if you want to create a custom puzzle to fit your campaign?
We brought in expert DM and renowned puzzle mastermind Deborah Ann Woll (she/her) to give us some of her best tips on running puzzles in Dungeons & Dragons. Deborah is known for playing Karen Page in Marvel’s Daredevil, The Defenders, and The Punisher series as well as Jessica Hamby on HBO’s True Blood. She's also a well-known member of the D&D community. She can usually be found DMing high-profile games for Wizards of the Coast or Geek and Sundry and has guest-starred on the second season of Critical Role.
Those that have watched Deborah play as DM know that she is adept at including thought-provoking puzzles in her games. So what insight on running puzzles in D&D does Deborah have to share with us? Find out below!
- Watch the interview
- Learn the fundamentals of puzzles
- Have ways to help your players if they get stuck
- Read the room
- Make the reward worth the effort
- Shamelessly steal ideas
- Use props to up your game
Watch: Deborah Ann Woll on creating puzzles
Learn the fundamentals of puzzles
Adding puzzles to D&D can be a daunting task, and with so much creativity required, it can be challenging to figure out where to start. Deborah suggests learning the fundamentals of puzzle making first. Cryptographs, morse code, ciphers, and riddles are all excellent foundational puzzles to use in D&D. They can be universally applied to any theme, whether you’re in an ancient liches’ tomb or a wizard’s tower.
“The great thing about puzzles, like D&D, there are only a few basic mechanics. Let’s say there are a dozen basic puzzle mechanics. You can dress those up and layer them,” Deborah said.
Once you grasp these foundational puzzles, you can stack them on top of one another to create unique experiences each time they’re used. “Generally [advanced puzzle building] is a two-step process. [For example] you get the code by solving a riddle, but the riddle has gone through an alphabet cipher,” Deborah explains.
Once you understand foundational puzzles, you’ll be able to mix and match them to create unique, rewarding experiences for your players time and time again!
Have ways to help your players if they get stuck
Deborah expresses how imperative it is that puzzles are used to build your players up, not knock them down. “Puzzles are not about making your players feel stupid. It should be the opposite. It should be giving an opportunity for your players to feel really smart,” Deborah stressed.
That can be harder said than done. DMs who have run puzzles in the past can usually commiserate with the stomach-dropping feeling when your party decides, “This is too hard, let’s find another way.”
Deborah expands on two methods that can be used to help mitigate players avoiding your puzzles. The first is providing more hints than necessary, so even if your players don’t find all the clues, they have an idea of what to do. “You don’t want your puzzle to be so opaque that there is no way to get it. I always have layers upon layers upon layers of clues, and often, my party won’t find them all,” Deborah stated.
The second method is providing different levels of hints based on checks made while attempting to solve the puzzle. Deborah’s approach is always to give a hint when players make Intelligence or Investigation checks but “a higher roll results in a better hint.”
At the end of the day, it’s essential to make your players feel like they were the ones to solve the puzzle. “I want people to feel like they figured [the puzzle] out. If they got a little bit of help, there’s no shame in that,” Deborah emphasized.
Read the room
Not everyone loves puzzles. This is a hard truth that DMs looking to work puzzles into their game may need to come to grips with. Not everyone’s brain is wired the same, so when you’re looking to incorporate puzzles in your game, it might be worth it to ask whether or not your party will enjoy them.
“Generally, I try to keep puzzles relatively straightforward, unless I’m playing with a group that loves them. If I’m playing with a group that loves them, I’ll layer a cipher on a mechanical puzzle, something like that,” Deborah said.
That’s all well and good if you have a party with a uniform opinion on puzzles. But what if you have a couple of players that love puzzles and a couple of players that can’t stand them?
“If it looks like one or two people are going to dominate the puzzle, and then the others are not as interested, I might engage the disinterested players by saying, ‘You hear a creak from outside the door.’ So while the interested players are working on the puzzle, the other players have something to go investigate,” Deborah said.
While players may be hesitant to split the party, citing the age-old adage “Don’t split the party,” Deborah is starting to think that this may be an outdated way of thinking. “Look, I’m never going to TPK (total party kill) you for making a great creative decision. If you feel that this is a good opportunity to get two things done at once, don’t feel beholden to that adage,” Deborah tells her players.
Make the reward worth the effort
Puzzles should be a treat for your players. The party should get excited when you start describing symbols carved into the wall or a hidden note with a riddle inscribed on it. The best way to procure this excitement is to provide a suitable reward when the players go through solving a puzzle. “Your puzzle should be hiding something really cool. It shouldn’t just be the door to get into the house. The reward should make the puzzle worth it to go through,” Deborah emphasized.
Once you’ve taught your players that puzzles can lead to significant rewards, you can start to defy their expectations to build tensions and create rivalries with NPCs. To be especially cruel to her party, Deborah has even done puzzles “where it hides nothing, except a note that says ‘Haha, I got here first.’”
Shamelessly steal ideas
Coming up with your own puzzles requires a significant time investment, even for pros like Deborah. Her advice? “Buy the Nancy Drew video games.” These point-and-click video games put you in a first-person view of the famous detective as she solves puzzles to uncover clues and unravel mysteries. With 32 games available, there is a large selection of puzzles to spark inspiration. Deborah recommends the following three stories:
- Ghost of Thorton Hall
- Shadow at the Water’s Edge
- The Shattered Medallion
You can also repurpose puzzles from published D&D adventures or from the dozen or so premade puzzles in Tasha's Cauldron of Everything. If you choose to go a different route for inspiration and search online, or if you come across a perfect puzzle by accident when playing another game, there's no shame in retooling it for your campaign. “Especially if it’s not a streamed or paid-for game, steal stuff from the internet,” Deborah emphasized.
Use props to up your game
Making physical props is a surefire way to take your D&D puzzles to the next level. Deborah has handmade a myriad of different physical puzzles for her D&D games. Ranging from card stock cryptexes to engineered wooden blocks that only stack in a particular order, Deborah suggests that these physical puzzles intrinsically reward the players for solving them.
“A puzzle with an inherent reward is the best kind of puzzle to make,” Deborah said.
The props you bring to your games don’t have to be physical puzzles with moving parts to elicit a great response from players. “Put a fancy border around a piece of parchment paper, and you can type it too. I don’t have great handwriting, but there are calligraphy fonts on basic word processors. I’ve done the whole thing where I’ve burnt the edges of the paper, I’ve soaked it in tea, and I’ve crumpled it up,” Deborah said.
She emphasizes that the most important thing when it comes to building props for your D&D games is that it is “in your interest wheelhouse already. It should be fun, not a chore.”
Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.
Just google puzzles for kindergartners
^ This guy runs puzzles
I have a group that absolutely refuses to do puzzles. One's brain doesn't think like that, another had a bad gaming experience due to a DM's poorly designed puzzle stopping the game in its tracks since the DM refused to let it go on until they solved it (game ended), and so on. I love puzzles, but never get to use them. :(
Puzzle idea I tested on my players: fill a room with blights and reduce their blindisght to melee range. Have them use echolocation (perceptions checks) like clickers from "the last of us" and let players find a way to lure the blights around while they navigate the room to get to the other side (or even better, have them find a way to isolate them from each other to kill them safely).
Debris, glass etc. Can be very fun things to play with, and be sure to include stuff that could make a noise if you step over it.
A nice thing about this puzzle is that if players feel like they can't solve it, they can always try their luck with a good fight.
Ironically I’m running Tomb of Annihilation right now. No kindergarten puzzles here lol.
Handing out a 'thing' to the players is always great. One can make great use of the small little rope and ring puzzles, or 'fit it' puzzles, with great descriptions of what the players see in game. One of my favorites is the players need to open a vault or disarm a deadly trap. The skill check gets them access to an apparatus, but the players must solve the puzzle to finish it.
Go on and check Amazon's page for Winshare Puzzles and Games. Its pretty great, and there are far more out there. Enjoy!
This makes me miss playing in person so much. I really enjoyed doing puzzles and creating physical items for said puzzles, but now that we're online only, I don't really get to do that. :(
Unless you have players who are way into that, I would avoid puzzles that rely entirely on player knowledge. Those always risk taking people out of the game since you're doing most of the work out of character. Find a way to keep the characters involved rather than just the players.
As a player, I never like puzzles that take everyone out of their character because at that point why are you even playing D&D anymore? Might as well just declare a break in the game and give everyone a sudoku to make.
On thing I like to do is make sure that puzzles have a physical element for the characters to interact with. If the characters have to actually interact with the environment in steps rather than being able to just think out everything ahead of time, it encourages staying in character. Another thing to do, especially for groups where some people like puzzles and others don't, is mix the puzzle with combat. Make players figure the puzzle out while in initiative order and there's a fight going on. This also helps keep up the pace and limits out of character discussion since you can only talk so much during one round.
The best advice I ever got when it comes to puzzles is that it is not just the player that is solving them but the character.
Thus in many situations the character is going to inherently know more about the world they're in then the player and it is okay to lean on that by having the player make checks and have the DM state what their character knows or recalls to guide them to the solution.
Great info, I would also add to the line that went something like this "always give info to the player with a better roll providing more detailed or a better clue." I would add remember that the players are not the PC's and the PC's are not the players. Basically the GM has to remember the player playing the wizard with an Int of 18 and a Wis of 16 is not representative of the player and provide information/clues and maybe actions for the PC that the player might or might not chose to pursue. For example there is a clue in a pit of acid that the Wiz above would think of that the player does not, provide that to the player and group and see if they could work out a way to drain the pit and or neutralize the acid.
Some of the best advice is try and make the players be as smart as they and their PC can be.
Yep, hints and bonuses are great for player tie-ins. I also agree that physical puzzles are not for everyone, must like some players hate 'in-game' puzzles alone. A mix often is great...
For example in the link I provided above there is a simple 'Use Wooden Pieces to Make a Shape' puzzle. The great thing about this is it goes from insanely easy (3rd grade level) to insanely hard (Are you sure this is possible). The PC's are racing against rivals who have a spell to open an ancient treasure vault. But, various monster factions have fragments of the key to open the vault. So the players have a time limit and an impetus to solve the puzzle. The pieces are 'in game' even though the physical item is with them. Successful skill checks will allow the Characters to figure out were a piece or two go with a high check, or a general 'that probably goes on the bottom' with a lower check. There are so many variations here that can make this fun too (you can add +5 to you roll, but your character takes more time to ponder... possibly putting the enemies ahead of you in game). Mix it up, from riddles, to in-game escape rooms, to physical (and in game) puzzles there are always options. Few groups ever have 'just one' type of player!
Puzzles are the worst!
For some people, they are!
I had a pure combat player back in they day. I had a huge puzzle dungeon for most of the group, but with a combat twist. Time worked differently in the puzzle solving area. One team had to hold off waves of monsters for each certain amount of time. In other areas the ‘solvers’ got one answer for each wave of monsters, or one minute to solve per wave. All the players got something to do. (Bonus: The fighter had to swap into the puzzle room to heal, and ended up acing the puzzle)
What an useless article.
I was hoping for cold, granite hard math which one can research and use in the creation of puzzles.
I've already layered a dungeon (find runes and their meaning) on a code (text which indicates the correct letters and the correct rune) on a cypher (alphebet wheen where you have to turn it with the right angle and the to the right colour corresponding to the runes from the dungeon) on top of a riddle.
But I was wondering how actually complex puzzles are built. This article helped none too much.
It does say it's for incorporating puzzles, not building them. I think that you might just be in the wrong place mate. Just maybe.
Do an internet search for "David Stein Kryptos" for a first-hand account of how he deciphered the Kryptos sculpture. Fascinating stuff.
You do have a point, however the video linked is titled "How to Craft Great Puzzles" and the title in the thumbnail is "Creating Puzzles"
So I'm fairly certain I'm in the right place, but the required information is missing. I stand by my opinion.
I think the main issue is probably your phrasing. The article isn't objectively useless, it's just not as useful as you hoped for your purposes. And the comments section actually has some more concrete advice and some great examples.
Best I can suggest is to just try out a few puzzles in an actual session. I know it feels imprecise, but you'll get a much better impression of what sort of puzzles are good for you players by actually running some for them, than by trying to precisely craft the best puzzles in existence ahead of time. One session full of slightly unsuccessful puzzles is better than many future sessions filled with theoretically great but effectively poor puzzles.