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Variations on the Difficulty Theme

Thursday, May 20th, 2010

In The Danger of Difficulty Despair – With Graphs I talked about the risk of a game suffering from boring encounters if the difficulty progression was always identical.  I showed, with the aid of graphs, how linear encounter difficulty combined with character improvement at the end of each adventure could create a universe which sees the player characters improve but never lets them experience the improvement.  I’ll come back to that problem in a future post.  First I’m going to suggest a few alternative difficulty variations that can be used for adventures.

To quickly recap the linear difficulty encounter adventure is an adventure where a series of encounters occur starting with an easy one and building up to a harder one.  The difficulty of each encounter is roughly similar.

Capability and Linear Difficulty against time for a Role Playing Game

Capability and Linear Difficulty (blue vertical lines represent the end of adventures)

A common variation on this is the Swooping difficulty adventure where the difficulty starts out at a level, drops down and then rises for the climax.  My notes included a mention of the “extreme” swoops favoured by one of the DMs we played with who used a lot of very easy encounters and then towards the end things got really tough.

Swooping Difficulty (blue vertical lines represent the end of adventures)

Extreem Swooping Difficulty graph

Extreme Swooping Difficulty (blue vertical lines represent the end of adventures)

Another type of progression happens in dungeons built of areas (which may be levels) where several encounters of similar difficulty are grouped together followed by an area with harder difficulty and so on till the final, climactic encounter.

Stepped Dungeon Style Difficulty against time for a Role Playing Game

Stepped Dungeon Style Difficulty (blue vertical lines represent the end of adventures)

Last time I said I’d talk about one of the worst games I ever played in.  I’d played in games run by the DM responsible before and he was usually pretty good.  Then came his experimental phase.  First a game where he let two of us generate nominally evil (really just not good) characters and then decided he wanted only the cleanest of clean characters.

Then came what I think can be best described as his attempt at a game combining psychedelic elements from 60s TV shows, American film musicals and Dungeons and Dragons.  He topped that strange combination off with difficulty so varied that I think it can be best described by this graph…

Random encounter difficulty graph

If you've read this far already you shouldn't need any explanation for this graph

It was just as frustrating for the players as the linear progression of difficulty.  Here the frustration came from the feeling that the world didn’t make sense.  It might be “realistic” but it lacked drama.  Players never knew when to heal and when to use their limited use abilities until it was too late.  We suspected there was a lot of dice fudging by the Dungeon Master going on so we didn’t get wiped out.  We stuck with the game for about five sessions and then, to our relief, it came to an (unsatisfying) end.

The Danger of Difficulty Despair – With Graphs

Thursday, April 8th, 2010

I was going through some very old gaming files from when I was at college and came across some notes on designing the difficulty of encounters in a tabletop role playing game. A few weeks ago I questioned if Role Playing Games Need XP and the notes reminded me that in a game with experience the characters can effectively not develop. That sounds like a contradiction but it can happen and it can be a problem. It happens when the difficulty faced by characters increases at the same rate as the characters improve and this can be frustrating for players.

In most table top RPGs experience, and character development happens between adventures characters’ capability develop something like this:

Character Capability in Role Playing Games graph

Character Capability against time (blue vertical lines represent the end of adventures)

A game with linear encounter difficulty is one where as the characters abilities increase so does the difficulty of the encounters they face. The characters may gain some advantage; they may hit their enemies harder or more often and may have more hit points. Unfortunately their opponents also now hit harder, more often and have more hit points. In its purest form every encounter has the same chance of their succeeding, as the last for characters. In fact, apart from a little colour in their encounters, they might as well have not improved at all and their opponents could have remained at the same power too.

Linear Difficulty in Role Playing encounters

Linear Difficulty over time (blue vertical lines represent the end of adventures)

So difficulty and capability always keep step with each other…

Capability and Linear against time for a Role Playing Game

Capability and Linear Difficulty (blue vertical lines represent the end of adventures)

Some games virtually encourage this style of adventure design by including charts or advice to allow referees to work out the ideal encounter for a group of X players of level Y to face. Charts and tables like that serve a useful purpose in helping new referees and those unfamiliar with a game to find their feet when designing encounters. The risk of building an encounter that will obliterate a group or underwhelm them is significantly reduced without having to resort to dice fudging or deus ex machina. There is a real risk of boredom if this type of difficulty progression is slavishly applied.

Others virtually rule out easy adversaries – I read one rulebook recently (forgive me I can’t remember which one) that said all “easy” encounters where the characters were guaranteed success should be role played rather than roll played. While I agree with that generally (although I hate the phrase roll play and its derivatives) doing this all the time means the players can never feel how powerful they are in a crunchy way.

I’m going to leave this here for now but I’ll be back soon with some other kinds of difficulty progression and some thoughts on one of the worst game I ever played in.

Update: Part 2 is now available Variations on the Difficulty Theme.