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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.

Rules for Beetle and other Old Games

Wednesday, October 14th, 2009

Years ago I was asked for a set of rules for the game Beetle and the other day I got an email asking if I still had them.  So tonight I’ve posted them into my games section along with the rules for Dice Poker, Tiddley-Winks Football and Tiddley-Winks which I found sitting around on my hard drive with them.

Twitter Weekly Updates for 2009-08-09

Saturday, August 8th, 2009

Twitter Weekly Updates for 2009-07-26

Sunday, July 26th, 2009

How to Open a Door

Wednesday, July 22nd, 2009

I’ve posted an updated excerpt from an article I wrote for Valkyrie Magazine issue 25: Open the Door on how characters go through doors in different games.

Open the Door

Wednesday, July 22nd, 2009

How players’ characters approach a simple doors in a setting says a lot about a role playing game. A cautious door approach can indicate a game with high character mortality or it may simply, as in the case of D&D and its many subsequent editions, reveal that every door opened is likely to result in a new encounter. At the opposite extreme in high action low lethality games doors may be simply kicked down, blown up or smashed through.

On another level doors can also let us know quite a lot about a game system. Does a door have statistics for how strong it is, how much armour it has or how easy it is to pick the lock. Do doors have a price tag? This usually means that characters can get rich enough to comission buildings or that the game designer who made the equipment lists is either a quantity surveyor or needs medical help. Finally how many dice rolls will a party make to get through a door?

Here are a few (humerous) illustrations, if I’ve missed your favorite game feel free to e-mail me your suggestions. A version of this list first appeared in Valkyrie but over the years a few more games and settings have been added. The odd game which isn’t an RPG has crept in too (it’s my list so neh if you don’t like that!)

D&D (Original 1st Edition)
Thief uses hear noise to listen at door, finds traps, removes trap from door, open lock and walks through the door.
Call of Cthulu
Open the door, see greater being lose 1d100 San.
Tunnels and Trolls
I roll my bucket of dice the door rolls its bucket of dice.
Munchkin
Open the treasure, kill the door, steal the monster.
AD&D
Thief uses hear noise to listen at door. Barbarian (Unearthed Arcana) smashes door down in frustration
Role Master
Check breaking down doors critical table.
Shadow Run
Street Samurai blow the door away with a GPMG. Decker walks up and politely asks the door to open.
Racoon Shaman walks up to door and asks spirit to open the door. Troll ignores door as inconsequential to its worldview and carries on through it.
Vampire
Agonise over the door. Explore the political, sensual and aesthetic properties of the door.
Champions/Hero
How many points is the door built with?
Munchkin Fu
Open the treasure, kill the door, steal the monster.
Star Trek: The Next Generation (Unicorn Games)
If the door doesn’t open with a “woosh-woosh” call the Tellarite Engineer by striking your nipple and talking to the air. When they arrive they will open it using an Engineering Systems (Intellect) Environmental Systems test.
OG The Role Playing Game of Prehistoric Free-Style Role Playing Game System
“You Me Small Rock Bang Tree Thing”.
Traveller
Short lived character blown out of airlock door during character generation shock.
Legend of the Five Rings
Challenge the door to an Ijitsu duel. Raise. Raise. Raise. Pass. Then kill it with a single well-placed blow.
Kobolds Ate My Baby
Kobold hits door with other kobold until door (or kobold) breaks.
Spycraft
Defeat undefeatable biometric lock with false finger prints lifted from evil corporate executives/renegade CIA/terrorists stupidly expensive bottle of imported, designer, micro-brewery beer stolen by a beautiful, double agent working undercover for the CIA/FBI/DEA/MI5/DSS within the organisation of the evil corporate executives/renegade CIA/terrorists who has a cover job at a bank and a couple of friends who havn’t a clue.
Warhammer Fantasy Roleplay
Kick the door down with gritty British style.
Star Trek
If the door doesn’t open with a “woosh-woosh” either apply a judicious use of a Scottish accent or break out the phaser rifles and blow it away.
AD&D 2nd Edition
Thief (Treasure Seeker Kit) uses hear noise to listen at door. Half Ogre (Book of Humanoids) Fighter (Hairy Barbarian Kit – Fighters Handbook) smashes door down with Axe +5 door smasher while wearing girdle of Storm Giant Strength.
Star Trek: Deep Space Nine
Curse Cardassian’s persuade a Ferengi to get the parts in return for trade right in another quadrant. When they don’t deliver on time because of an incident involving a shape shifter and a plasma conduit get the Klingon to force it open.
Twilight 2000
Not much of an issue because 1) there has been a nuclear war 2) all the doors have all been used to make shelters following the instructions in Protect and Survive.
Two-Fisted Tales
Kick door down, draw pistols, roll through both guns blazing, stand up, get knocked unconious by bad guy hiding behind the door.
D&D 3rd Edition
Thief uses only a d20 to open the door not needing any of those other dice that earlier editions were made so complicated by.
OG The Role Playing Game of Prehistoric Free-Style Role Playing Game System
“You Me Small Rock Bang Tree Thing”.
Elite
Begin your new life as Commander Jameson stocks up on Food and Minerals at Lave. Jump to a nearby system. Fight a Krait rendered lovingly in innovative vector graphics. Locate the Coriolis station and approach it. Fly near to the station towards the planet (monitoring altitude carefully). About face so your ship is orientated towards the entrance. Approach at DEAD SLOW SPEED (original manual’s emphasis not mine). Manually control the Cobra’s roll to match the rotation of the Coriolis station. The entry port must be as nearly horizontal as possible. Scrape the sides of the aperture. Lose defensive shields and cargo. Suffer a horrible death as your body is exposed to space. Work har to raise the credits to buy an automatic docking computer so you never have to manually dock again.
GURPS: Doors
Steve Jackson Games could never get that desperate. Could they?
Dark Conspiracy
Drive through the sprawl to the demonground in ’50s cool, retro styled car. Strut from car to door in an outfit straight out of a Meat Loaf / Bonnie Tyler video accessorised with pistol, assault rifle, grappling hook and flash light. Argue with GM when you claim your character has Darkling Empathy. Persuade him you do. Sense nothing on other side of the door. Kick down the door. Find a massive swarm of Michael Jackson style zombies waiting to eat your brains. Make note on the character sheet of the now dead character to back down if the GM catches you cheating with your next character.
Deadlands
Shoot the lock with a six-shooter then swagger in.
Toon
Remove one extra large ACE rubber hammer from pocket and apply to door until it falls down.
Cyberpunk
The fixer obtains a really hot deck, the netrunner takes three hours of play to do the run to get past all the black IC and unlock the door. The cybered up solo fights their way to the door and opens it. The Corporate walks cautiously out of their private rest room and pays everyone.
Trail of Cthulhu
Open door. Wonder why you ever played that other Cthulhu game. See greater being. Lose Mind.
Pantheon
And on the thirtieth day Buzz Saw the god of carpentry and other handicraft invented the door thus putting an end to the reign of terror brought upon the mortals by the goddess of drafts Swanway. Challenge!
Feng Shui
Character use all their chi in a devastating Storm of the Tiger bare handed strike and watch the door disintegrate into splinters.
James Bond 007 RPG
Pick lock. Draw Walther PPK. Open Door. Trip over white cat coming the other way through the door. Get captured by Evil Genius’ henchmen set on world domination. Get taken to Evil Geniu’s secret base. Face certain, slow death in Evil Genius’ secret agent (slow) killing device. Escape when Evil Geniu’s back is turned. Stop Evil Geniu’s not so genius evil plan. Escape from soon to be destroyed base. Get the girl/boy.
Lost Souls
Walk through the door without opening it but only three times a day.
Dr Who
What else is a sonic screw driver for?
Millennium’s End
Set the shaped charge plastic explosive strip round the door. Retire to a safe distance. Detonate it and watch it fall quietly inwards.
Extreme Vengeance
Set Plastic Explosive charges on the door. Retire a short distance. Set off the charges then stride into the room like a manly man.
Hong Kong Action Theatre
Set Plastic Explosive charge on the door. Retire a short run up away. Run at the door, set off the charges and ride the blast wave into the room full of mooks as a grade A stunt.
Sengoku
Kneel before the door and wait patiently for someone to ask you in.
Conspiracy X
Opening the door was the easy part. Covering up what you find on the other side will take all your guile, skill, ingenuity and just a few resource points of used up gear.
The Babylon Project
This joke awaiting approval by JMS.
d20 Modern
Agonise over best door opening method between magic, psionics, lock picking, a lump of C4 or good old brute force. Then do it just the same as in regular d20.
Star Wars
Use the Force. If that fails use a Thermal Detonator.
Babylon 5
Ko’Dath demonstrates airlock accidents are not just a problem for Traveller characters.  The only real question is did G’Kar give her a little push?
7th Sea
Doors are for the boring. Use a crossbow to fire a grapple to the roof and swing in through the stain glass window. Gain one Drama Dice.
Bushido
Kneel before door and commit seppuku embarrassing the door into opening.
SLA Industries
The Wraith Sniper covers the door from 1000m while the Ebon uses Sense to feel what is on the other side of the door. The media package Brain Waster films the Frother (aka Barbarian in a skirt on drugs) charge in hyped up on UV and Kick Start who tears into it with a flick scythe. The finance package human tries to balance the profit from the film footage with the charge for the damage to the door including bullet tax and form fees.
Wraith
What’s my character’s motivation to bother with the door?
Paranoia
What colour is the door handle?
Mage
Entropy mage twiddles a stick near a door. The door unlocks itself and swings open.
Stargate SG 1
Combat engineer complains at not being allowed to open door with explosives on a sneaky, sneaky mission. Takes door off hinges using powered screw driver instead.
Marvel Universe
Check you have enough counters to open the door while feeling remarkably reasured that this is a newer, better, different type of game from those other roleplaying games. It says so in the book. Which explains why it vanished when it wasn’t a big hit.
Changeling
Wander up to door. Smile sweetly. Walk through.
Lord of the Rings
Oh Please we are just so much a better class of fantasy RPG than to lower ourselves to that kind of door opening scene. I mean we might win an Oscar* and we are consistently voted the greatest book ever. Oh alright then – the Fellowship find a blank bit of cliff by a nasty looking pool. Big G waves his hand and a secret door and some secret elf-letters are revealed but it remains closed. Everyone wonders what “speak, friend and enter” means. Big G doesn’t know. Everyone gets dismayed. Wolves howl in the distance. A couple of pages and some howling wolves later Big G solves it. The door opens. Happy now?
Werewolf
Kick the vampires out of the way, walk through the wraiths, treat the changeling with pure disdain snarl at the mage until they get the message break down the door.
All Flesh Must Be Eaten
Whats the point? We know there will be zombies on the other side!
Buffy the Vampire Slayer
Agonise over teenage troubles and the pressure of responsibility then open the door and kick
some demonic vampire backside while looking cool and without breaking a nail.
World of Warcraft
Millions of paying players, a lock picking skill and an engineering profession but only twenty doors in the whole universe. We’re finding it hard to work out what they are.

* We went on to win 11 of them (more than Star Wars got) not that we were counting.

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Beetle

Monday, July 20th, 2009

Beetle is a game for four players.

Requirements

  • Four Beetle Cards (387KBytes PDF)
  • A Six Sided Dice
  • Four pencils or other drawing implements

Instructions

Each player rolls the dice once.  The player with the highest roll is the starting player.  Ties for the highest score are rerolled until one player has the highest score.

Players take it in turn to roll the dice starting with the starting player and proceeding clockwise round the table.

Each body part can be drawn when a particular number has been rolled and if any parts required for the part rolled have already been rolled.

On a roll of 6 the beetle’s body can be drawn.

On a roll of 5 the beetle’s head can be drawn if the body has already been drawn.

On a roll of 4 the beetle’s eyes can be drawn if the head has already been drawn.

On a roll of 3 the beetle’s Feelers can be drawn if the head has already been drawn.

On a roll of 2 the beetle’s tail can be drawn if the beetle’s body has already been drawn.

On a roll of 1 the beetle’s legs can be drawn if the body has already been drawn.

Roll Body Part Requires
1 Tail Body
2 Legs Body
3 Feelers Head
4 Eyes Head
5 Head Body
6 Body

When a player has drawn a complete beetle with all six body parts they win.

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Miniature Pulp Era Posters

Monday, July 20th, 2009

Back in August 2007 I posted a set of Miniature Victorian and Edwardian Posters which at the time didn’t really seem to get a lot of downloads or get any feedback. When I rebuilt the impworks website I almost left them out and the file got moved round late compared to some of the python scripts and what I thought were more popular pages.

A few days later I got a very nice, polite e-mail from a gentleman in Germany asking where the posters were because users on his gaming forums were asking for them. He also asked if I had anymore similar sets. I fixed the problem and I’m pleasantly surprised at the level of downloads the posters have been getting. So by way of a thank you for bringing the problem to my attention I’ve posted two more sets that I’d found the pictures for but never created the PDFs for.

This time there are a total of 130 different advertising posters from the pulp era covering dates from the 1920s and 1930s. A few may be from as late as the 1950s but I can’t be sure. I’ve split them roughly into US destinations and the rest of the world because there were roughly 60ish in each category and a sheet of Avery labels has space for 65. Hopefully they’ll be of some use to someone. You can download them, or download the original Victorian set, from my new Miniature Posters page.

Disclaimer and Privacy Policy

Sunday, June 28th, 2009

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Cardboard Buildings

Sunday, May 3rd, 2009

Cardboard House

House 1

A simple DIY cardboard house for use with 25mm miniatures. It can either be used as a semi detached house or as part of a longer terrace of houses. Several different variations on the basic house are available.

Cardboard House Variation 1 (2.6MB PDF)

Cardboard House Variation 2 (2.6MB PDF)

Cardboard House Variation 3 (2.6MB PDF)

A version for 15mm miniatures.

Cardboard House 15mm (2.6MB PDF)

A version for 28mm miniatures.

Cardboard House 28mm (2.4MB PDF)

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