One theme I treated in my old Crimes Against Mimesis essays (see
previous posts) was the clash between the elements of a puzzle and its context. I urged game designers to integrate game objects and puzzle situations more fully into their fictional worlds. A chainsaw shouldn't just be sitting there on a table for no reason; why not link it to a lumberjack that you've heard about in another scene? A cryptogram shouldn't just be there as a puzzle on a wall; maybe it's a way that the Red Hood Monks communicated to each other privately without breaking their vows of silence.
In the
gonzo context, the player of the game is self-aware, and we see all sorts of random objects and puzzles, frame-breaking references to pop culture, genre intrusions, and other
elements of gonzo. What I was setting up as a standard in my Mimesis essays, though, was closer to James Maliszewksi's label of "
Gygaxian naturalism" in D&D (though you could just as easily tag gonzo with the "Gygaxian" label).
Naturalism applied to monsters leads to developing other characteristics than combat stats - to flesh out their feeding, reproduction, social structure, anatomy, and other mundane details. Naturalism in puzzles, likewise, makes sure each puzzle or problem has some meaning outside of the experience of the players trying to solve it. Naturalism creates more immersion in the world and strengthens the fictional frame rather than breaking it.
With the benefit of time and perspective, I would still recommend the designers of puzzles in role-playing scenarios to put them into context
if they are going for a naturalistic feel. I think gonzo dungeons inflicted on a willing public are perfectly OK, the current belt-holder being
Joe Bloch's Castle of the Mad Archmage, a sprawling reconstruction/homage to Castle Greyhawk. At the same time, there is something very satisfying about a puzzle or dungeon trick put into naturalistic context, and you have to respect the art and craft required to reconcile an artificial obstacle with a realistic world.

I've also realized there is a third option for puzzle context in roleplaying games, or for that matter, interactive fiction. There can be a
mythic resonance to puzzles, monsters, dungeons, and other elements of an RPG.