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Week 7 Studio: Puzzles and red herrings

Designing a puzzle only for a clue that actually deserves one, and checking it against a partner cold.

5 April 2027

A hard puzzle isn’t automatically a good one — a puzzle is good when someone enjoys solving it and it was worth the table time it cost. That means using puzzles sparingly, and only where the clue behind it matters enough to justify slowing the group down.

Puzzles roughly sort into four types — find-the-object, spot-the-pattern, wordplay, and decoding — and none of them outranks the others; the right type follows from the clue, not from what feels impressive to design. Two tests decide whether a clue deserves a puzzle at all rather than a plain skill check:

Before the session

From your tagged clue map, pick at most one or two clues that are both important and interesting to gate behind a puzzle. Everything else stays a skill check — that’s not a lesser design choice, it’s the right one for most clues.

In the session

Design the puzzle, then swap with a partner and have them attempt it with no help from you. Afterwards, ask them what they thought the puzzle was for — if they can’t connect it to what it reveals, the puzzle is testing the wrong thing.

Afterwards

Revise based on what your partner got stuck on or missed entirely. A puzzle that only you can solve isn’t ready for a scenario that other people will run.

The spec

What you bring to the session. Written so a reader can tell whether it has been met without asking you.

Teaching team