I’m writing an adventure. I might even get round to publishing it one day!
The adventure at the moment has quite a lot of NPC-NPC relationships going on, and I thought it might (initially) be tricky to follow these relationships as a GM running the game.
So, I wondered if providing some sort of relationship ‘mind map’ would be helpful.
I started the ‘mind-map’ with this webpage: csacademy
This app is nice because it hopefully optimises the nodes and links in a optimal layout, i.e. making best use of space.
Doing this gave me this working sketch:
which I then refined to this (as a work-in-progress), mainly to add the magic bottles:
The lines are relationships between NPCs, and I’ve used the segments between lines to add context to the relationship. In case anyone wants to know – circles are people, diamonds are monsters/antagonists, pentagrams are special places/objects, and the colours relate to locations.
Sometimes the text relates to only an NPC-NPC relationship, but in the case where you get triangles between NPCs, the segment between can be used to cover the 3-way relationship (e.g. between The Lord, Mysterious Stranger and The Beast).
Hopefully redacting the image has not removed too much context from this ‘mind map’ and so the idea still makes sense.
Not rocket science (and I presume this must have been done before), but I thought I’d share my process in getting to this relationship ‘mind map’.
:O)
PS – maybe I should just cut down on the number of relationships!!
Let’s just put the scientific explanation to one side for now, and look at one of the core discussion points: Do you rub out too much on your character sheet, in particular when keeping track of hit points. Do we remake the system to fix this (like my hit-points-replaced-with-usage-dice idea) or do something else like use tokens.
This made me wonder if at the table tracker could be used for HPs at the table, and at the end of the game/session the HPs bit of the character sheet was then updated (obvious an electronic character sheet would solve this problem). So at least you are rubbing out only once a game/session.
I did wonder about the use of a Cribbage board (in this case a peg can be moved from 1 to 120 and you can track the HPs of 4 PCs, NPCs, monsters etc:
… but this board seemed a bit on the big side (except for a DM tracking monster HPs perhaps), or an electronic tally counter:
but this seemed a bit extreme (but not that costly) and not much fun.
Then I wondered about if every player simply carried their own strip of 2 x 10 Lego block (like a mini Cribbage board):
The first column represents 10s and the second column represents 1s (like when you were learning addition for the first time).
You just need a pip to move on the 10s column and one pip to move on the 1’s column.
Here are an simple embodiment of this idea:
The red zones is 0 (I should have put a piece on with pips on it), left column is 10s, the right column is 1s, so in the above case the PC has 28 HPs
Party HP tracker, again left column is 10s, right column is 1s and the top bar is 0 (HPs left to right 17, 14, 9, 6, 9, and 11):
Here’s something a bit extra (and perhaps less prone to being knocked over when reaching for snacks at the table):
The orange zones is 0, left column is 10s, the right column is 1s, and the change in colour show your maximum HPs (just in case you forget during healing). So in the above case the PC has 28 HPs of a 35 HPS.
Of course you could have other fancier versions like this (not great photo) where you blank of the 10’s column until you need it (27 HPs of 35):
I put this together with the Lego I had knocking around.
Overall, I think this idea is kind of fun (forget the eraser rubbing bit), because it is a visual that other players can see at the table as well as the DM.
… or, maybe just keep a tally on a separate piece of paper and update the total at the end of the session.
:O|
I saw this interesting post by Joshy McCroo (a sort of psychic card guessing resolution mechanic) and this cool looking crowdfunding project by Aaron A. Reed (Downcrawl 2e).
This got me wondering if you could make a card type oracle with a “memory”. That is, the last card effects the result of the next card.
I’ve never thought of this before but my Hex Flower Game Engines are game oracles of sort, just often with specific applications in mind.
Set up (let’s engineer a probability profile):
Draw an initial card (just to get things going, or use the 7 of Hearts).
Draw the next card and compare this card with the current card.
In this order, determine if there is a match:
Number match (6% or about 1 in 20), if not is there a
Suit match (17% or about 3 in 20), if not is there a
Colour match (31% or about 6 in 20, if not
No match (46% or about 9 in 20)
Draw a new card and compare this with the card drawn last time. Rinse and repeat.
A. Let’s use this to make a simple YES/NO oracle:
Rules:
If the new card is EVEN = is a YES result, if the new card is ODD = is a NO result
Number match = Extreme Result
Suit match = Result + AND
Colour match = Result + BUT
No match = Bare Result
So, if the current card is 6 of Clubs and the next card is (this represents 7 possible options):
1 6 of Diamonds (EVEN* card with a NUMBER match), then that would be an Extreme YES
2 4 of Clubs (EVEN card with a SUIT match), then that would be a YES, AND
3 7 of Clubs (ODD card with a SUIT match), then that would be a NO, AND
4 5 of Spades (ODD card with COLOUR match), then that would be a NO, BUT
5 8 of Spades (EVEN card with COLOUR match), then that would be a YES, BUT
6 2 of Hearts (EVEN card no match), then that would be a (bare or very marginal) YES
7 9 of Diamonds (ODD card no match), then that would be a (bare or very marginal) NO
* = if you don’t like the extreme event being YES or NO linked directly from the start card, flip the drawn card, if it lands face up = Extreme YES, if face down = Extreme NO.
B. Let’s make another simple YES/NO oracle that has more of a “memory”
So far it could be argued that there is no true “memory” going on here, the memory as such is just using the last result to engender a probability structure into 52 cards split into 4 suits of two colours etc.
Also, if you think that life should not be an even 50/50 split of good/bad (and that things should tend to regress to the mean), then instead of simply considering whether the new card is ODD or EVEN, you could consider whether the new card is HIGHER or LOWER than the current card.
In this way the next card (and so the result) is influenced by the last card.
New Rules:
If the new card is HIGHER (or equal*) = is a YES result, if the new card is LOWER = is a NO result
Number match = Extreme Result
Colour match = Result + BUT
No match = Bare Result
So, if the current card is 6 of Clubs and the next card is (this represents 7 possible options):
1 6 of Diamonds (SAME* card number with a NUMBER match), then that would be an Extreme YES
2 4 of Clubs (LOWER card with a SUIT match), then that would be a NO, AND
3 7 of Clubs (HIGHER card with a SUIT match), then that would be a YES, AND
4 5 of Spades (LOWER card with COLOUR match), then that would be a NO, BUT
5 8 of Spades (HIGHER card with COLOUR match), then that would be a YES, BUT
6 2 of Hearts (LOWER card no match), then that would be a (bare or very marginal) NO
7 9 of Diamonds (HIGHER card no match), then that would be a (bare or very marginal) YES
* = if you don’t like the extreme event always being YES or NO linked directly from the start card, flip the card, if it lands face up = Extreme YES, if face down = Extreme NO.
In this system it is hard to have a lucky/unlucky streak (like in real life) as you have to continually be above (or below) the previous card. On the down side, you can guess when your luck is likely to change … holding an ace or a 2 is a sign that things are going to change! I suppose if you are holding the top or bottom 3 cards (Ace, King, Queen, 2, 3 or 4) you could get a re-shuffle and re-draw to set the base card again?
C. Let’s try for a “Change in Circumstance” engine (rather than a YES/NO oracle)
New Rules:
If the new card is HIGHER (or equal*) = is a POSITIVE Change in Circumstances, if the new card is LOWER = is a NEGATIVE Change in Circumstances (CiC)
Number match = EXTREME CiC
Suit match = LARGE CiC
Colour match = MODERATE CiC
No match = NO CiC
So, if the current card is 6 of Clubs and the next card is (this represents 7 possible options):
1 6 of Diamonds (SAME* card number with a NUMBER match), then that would be an Extreme POSITIVE change in circumstances
2 4 of Clubs (LOWER card with a SUIT match), then that would be a LARGE NEGATIVE CiC
3 7 of Clubs (HIGHER card with a SUIT match), then that would be a LARGE POSITIVE CiC
4 5 of Spades (LOWER card with COLOUR match), then that would be a MODERATE NEGATIVE CiC
5 8 of Spades (HIGHER card with COLOUR match), then that would be a MODERATE POSITIVE CiC
6 2 of Hearts (LOWER card no match), then that would be a NO CiC
7 9 of Diamonds (HIGHER card no match), then that would be a NO CiC
* = if you don’t like the extreme CiC always being YES or NO linked directly from the start card, flip the card, if it lands face up = Extreme YES, if face down = Extreme NO.
D. Let’s try for a “Chaos Factor” engine (rather than a YES/NO oracle)
New Rules:
If the new card is HIGHER (or equal*) = is an INCREASE in Chaos Factor, if the new card is LOWER = is an DECREASE in Chaos Factor (CF)
Number match = 2 step change in CF
Suit match = 1 step change in CF
Colour match = 1 step change in CF (this system has a broader middle)
No match = NO Change in CF
So, if the current card is 6 of Clubs and the next card is (this represents 7 possible options):
1 6 of Diamonds (SAME* card number with a NUMBER match), then that would be an +2 CF
2 4 of Clubs (LOWER card with a SUIT match), then that would be a -1 CF
3 7 of Clubs (HIGHER card with a SUIT match), then that would be a +1 CF
4 5 of Spades (LOWER card with COLOUR match), then that would be a -1 CF
5 8 of Spades (HIGHER card with COLOUR match), then that would be +1 CF
6 2 of Hearts (LOWER card no match), then that would be a NO change in CF
7 9 of Diamonds (HIGHER card no match), then that would be a NO change in CF
* = if you don’t like the extreme event always being an INCREASE or DECREASE linked directly from the start card, flip the card, if it lands face up = Extreme POSITIVE change in CF e.g. +2CF, if face down = Extreme NEGATIVE change, e.g. -2 CF.
Other options
These are my first impressions, I feel more could be done. Cards have so many options – two packs, mixed packs, what if numbers are adjacent, face cards are special, reshuffle on a joker … and bespoke cards.
I really want to think about bespoke/custom cards like the cards in Downcrawl 2e, which like geomorphic terrain cards can have set edges that are used to align events. I think a custom pack with rules would have the best chance of having more of a true memory effect.
Summary
Once you understand the probability structure and the potential “memory” effect with this card system you can build up other Oracles. Better still make your own probability structure and rules
What have I missed? Did I get this wrong? Has this been done before (probably)?
For ‘that Reddit user‘: Sure, please keep using the method you like, I’m not the D&D police
It’s been a little while since I made a Hex Flower, so I thought I’d make a new one.
I’ve seen quite a lot of webposts looking for a good mechanic for mass combat, this is a Hex Flower version which I hope might be of interest to some.
Mass Combat Victory Tracker Hex Flower – this Hex Flower is intended to be a reasonably light weight minigame to track a victory condition in a mass combat.
The idea is that after the PCs conclude their personal combat round within the wider mass combat, an army moral determination is taken, but where the PCs actions can tip the scale for victory (or otherwise) and where there is also a weighting for the relative strength of the respective armies (i.e. the army power modifier):
There are some rules and an example page too (see the PWYW PDF to read this at better resolution):
This is particularly pleasing because it’s Pay What You Want (PWYW), so despite being essentially free, at least 1001 people wanted to give me at least 20cents to say thanks.
I was recently asked about interesting ways to generate D&D type stats (more below) and that got me thinking about the possibility to generate these using a Hex Flower. Tricky to get this to work with a 19 HEX flower to replicate (or at least ape) the probability profile of standard dice methods. Also, which probability profile to follow 3D6 or 4D6 drop the lowest (4D6DtL)?
Anyway, this is what I cooked up:
Here are some examples of the three suggested methods:
How well does it work? I think well enough, but use at your peril:
So, it’s mainly for fun, but again, results will not be as consistent as a dice method, but it is more like a fun little minigame you can try. Overall, I think you will get more high/low rolls as compared to a dice method (i.e. more min-maxish), but these STATs shooooould even out-ish (well on average).
The top two graphs were generated from 30 sets of stats and the bottom one from 2500 sets of stats (big thanks to Neuzd for hacking his Hex Flower HTML prototype (http://www.neuzd.org/gob_hench_terrain.htm), to allow me to more simply model my 3D6 equivalent method (II). I’d add that Neuzd shared some great ideas about HFs back in the G+ days, when this idea was first cooked up).
The PDF ( here ) is self-contained, goes into the data a bit more, and can be used as a template.
Other fun (non-conventional) ways to generate stats :: Rubik’s Cube Method – LINK :: Caterpillar Method (pseudo self-balancing method) – LINK :: Bar/Grid Flip (pseudo self-balancing method; not mine) – LINK
Hex Flower background – what’s a Hex Flower anywho? A Hex Flower (HF) is like a random table, but with a memory.
Hex Flower Cookbook – where I discuss Hex Flower Game Engines and some background and possible uses
I’ve not been blogging much lately as I’ve been following the invasion of Ukraine by the genocidal regime in Russia. You can donate to a reputable aid charity to help Ukraine here (LINK).
So, to break out of the rut, I thought I’d post something RPG-ish (see the title above – edited to add the ‘Markov dice?’ tag)
Edit – Of course, other systems could be used instead of this idea (sure, there are always other ways of doing things). One benefit of this idea is that you do not need a separate supporting reference piece of paper, the idea is that the dice should be self-policing and anyway people enjoy rolling those math rocks
:O)
The idea is that the last roll affects the result you are about to make – hence the ‘inbuilt memory’ effect. People often tell me that these are Markov Chains bound in a hexagon of hexagons framework (with some rules and stuff).
The dice memory thing you mentioned?
I recently (well last night) wondered if you could do a similar thing with a set of dice.
The idea being you a roll a die with set solutions, which then takes you to a new die, again with new set solutions. So, like a hex flower, but where you change dice, not the location on a Hex Flower. This has probably been suggested by someone before …
Let’s do an example …
Let’s do this with a set of D12s:
You can draw a D12 like this (this flattened out drawing probably has a fancy name):
Plains die:
When on plains roll this die to see what terrain comes next. The most likely result is more plains, but there is a smaller chance to get an ‘arid’ or ‘trees’ hex, or even a ‘special’ terrain hex ‘?’.
If you roll the above D12 and get: (a) plains the next hex is plains; but if you roll: (b) the next hex is an ‘arid’ hex etc.
Next turn find the die that corresponds to the present hex i.e. the one you just moved to (e.g. in the above example: (a) = roll the plains die again; and in case of (b) = roll the arid die) and roll that die to find out what the next hex is.
Rinse and repeat.
Arid die:
The arid D12 mainly returns more arid hexes, but the next hex could be plains or even hills (again there is a chance for a ‘special’ hex.
Trees die:
Like above, but mainly trees are returned with this D12.
Hills die:
Like above, but there is now a chance for Mountain hexes (note, there is no way to get to mountains without going via the Hills die (… well not unless you go via the ‘special die’, but that is why it is there, a bit of a wild card option, but is very much the exception).
Mountains die:
Again, mountains tend to return more mountains – e.g. like a mountain range. I’m torn between replacing ‘arid’ and ‘trees’ with more ‘mountains’ and let the ‘wild card’ take care of any trees / arid hexes. This would increase the change of getting a mountain range (which I like the idea of).
Special (confirmation die):
I’d use the ‘Special die’ to confirm if the next hex feature is really ‘special’ e.g. lake, meteor crater, waterfall etc., or if it is just one of the other terrain types, which might still be an unusual ‘special’ transition e.g. mountains to plains.
You could make a set of these dice for weather, or basically anything. Like Hex Flowers you could build any minigame e.g. mass combat dice set to model the ebb and flow of a battle etc.
Other dice e.g. D20?
The above is just an example (just brain storming) and not optimised. D20s would give more options, but the faces are quite small. D12 seems like a good compromise on face size and number of options.
Well that’s it, I just need a Kickstarter to make the dice!
The Pink Phantom trying it out (with his water modification)
I like this water symbol idea from TPF.
My instincts might be to keep going with water until you roll another blue symbol. So the blue symbols toggle the water on/off. Maybe having one blue symbol per D12. Of course, players could choose not to follow the water course, e.g. crossing over the river. In which case, the water would end (for now). Might need something for roads …
In my ItHoTU, I had a separate HF for roads, rivers, encounters and settlements etc. I’d need to think about how to do this using this dice setup.
What is a Hex Flower anyway?
It is a bit like a random table, but with an inbuilt memory. To find out more check out my Hex Flower Cookbook which is now platinum best seller on DriveThruRPG and PWYW.
Update: On my Drivethrurpg page there are now playing card decks versions of these LINK1LINK2
We all know that giving NPCs some character can be difficult, and so I wondered if a set of cards (or booklet) of personality profiles might be a helpful start.
Well I finally pulled my finger out and finished the thing (PWYW on DriveThruRPG):
I love the idea of mazes. They captured my imagination when I first encountered the story of the minotaur
The problem is, mazes are not very interesting in RPG / D&D like games.
Well, that is not quite true – mechanically mazes are not interesting to explore because of the language barrier; that is DM & players needing to communicate the precise spatial arrangements of the walls would be excruciating (especially if the walls are not all right angles).
Here’s a map from Against the Cult of the Reptile God – it’s not even a very big maze, but I wouldn’t want to run it in a hurry:
Really, someone needs to make Doom-like 3rd person shooter like geomorph cards:
Then players could explore more intuitively without the need for language – but setting up and indexing the geomorph cards to make a maze would be a bind for the DM (maybe it has been done?).
“Maze concept module”
So, anyway, back in 2017 I first wrote a ‘concept module’ about exploring labyrinths, first called “Into the Hive” and released on G+; it got redrafted in 2018, and revamped and Kickstarted in 2023 as “Carapace” (now with fancy art – linked at the bottom!) .
Essentially, the ‘concept module’ gave 3 x ways to explore a maze:
I won’t dwell on the exact methods used, except to say the ‘Labyrinth Move’ by Jason Cordova was the genesis of my ‘concept module’.
“Big Idea”
At the heart of these 3 x methods was MAPLESS exploration that was EPISODAL.
The ‘big idea’ was that in a finite period of exploration (whatever that time was in your game – 10 minutes, an hour etc.) the party would progress in the maze (or not), and they might have an encounter (or not) in that ‘episode’ of play.
Rinse + repeat until the party was dead or escaped the maze – simples.
Other examples
(i) Gardens of Ynn
This ‘big idea’ of mapless episodal exploration was also encapsulated in Garden of Ynn (GoY); the idea here is you go “deeper” into the maze-like garden or you retreat out.
So again, there is no map, and each move in the maze is episodal.
I don’t own a copy of Labyrinth by Ben Milton (perhaps I should), but his video review appears to show that exploration in his Labyrinth also follows this ‘big idea’:
So, again, exploration is mapless and episodal. It also has an interesting Fighting Fantasy type vibe (and that also reminds me of this Mindstorm Ladder mechanic). The mechanic in this case presumes you are trying to get to the centre of the maze, so has a one-way ‘going deeper’ vibe. Also, like Carapace it has defined zones to track progress in the maze and to give each zone its own flavour.
(iii) Flux Space
I was recently listening to Ben Laurence’s podcast about Mega Dungeons (episode 5), and you should listen to this podcast too, and became aware of Nick LS Whelan’s “Flux space” idea.
Again, this method neatly obviates the use of a map to explore a maze and again embraces episodal exploration. Take a look.
Summary
Carapace, GoY, Labyrinth and Flux Space all ditch the physical maze layout as uninteresting, in all cases there is abstracted progress through a maze which is episodal.
–> Go make your own Abstracted Maze Exploration Tool today!!
Please tell me more other neat ways of exploring mazes (someone must have done a Jenga Block or deck of cards based version ?!)
Oh, get your copy of Carapace today, it comes it two stripes FREE and FANCY (cover below):
That is, 2D6+D6 (i.e. 3D6) and 2D6-D6 have the same probability shape (just shunted along). Likewise D6-2D6 and -3D6 (<– this last one I get at least).
So, that is from a design POV add/subtracting dice does not change the shape of the probability curve, just shunts it around a bit.
Here’s and example using using a total of 6 x D6 (i.e. 6D6 and 4D6-2D6):
Can’t think how to use this yet, but I will remember it as part of my dice tool kit …
Shooting from the hip here – maybe in big dice pools once you exceed a certain number start using negative dice to reset the range a 1 e.g. 7D6-D6 (range 1 to 40) rather than 8D6 (range 8 to 48).
We all know that giving NPCs some character can be difficult, and so I wondered if a set of cards (or booklet) of personality profiles might be a helpful start.
Something like this:
These ‘Tree Charts’ group thing by biggest contribution – left to right (or top to bottom).
The idea is that the DM uses the big bars/parts to give the dominant characteristics of the NPC, but for example if the PCs ask the NPC something logical (orange bar), the DM can see how good the NPC is that.
Obviously, layout options are possible (text, no text, numbers, legend at bottom or side, bigger set of traits etc):
Here’s an example with portrait cards, with Personality Traits in a vertical layout (used with my Face Folio deck of cards):
The idea is that you can draw a random NPC portrait card and a random Personality Trait card. I’ve messed with a few options and think these ‘Tree Charts’ can convey they biggest info first and if need be, the DM can tunnel down into these other qualities if they come up.
Here are some of the other options I experimented with:
It needs more work, but just wanted to get a vibe … but is this something you might be interested in?
And, yes there are other ways to do this – e.g. D100 list of personality traits etc.
To celebrate Face Folio going Gold Metal Best Seller on DriveThruRPG, I’m making available 10 community copies of Face Folio: COMMUNITY COPY CODE
Of course, the idea is for people to use the code if they cannot afford to buy a copy (life stuff). There is no date limit on this offer, but after 10 uses the code will expire.
On a related note, a few days ago my ‘Hex Flower Cookbook’ went Platinum Metal Best Seller on DriveThruRPG. I couldn’t be more pleased because this product is Pay-What-You-Want (so in effect it is already a community version).
When people pay for a PWYW version, it gives me validation as to what people like and helps to steer my creative efforts! For anyone that might not know, Hex Flowers are a bit like a random table, but with a ‘memory‘.
All my finished Hex Flower Stuff can be found on DriveThruRPG.
:O)
I recently added a helper file to my In the Heart of the Unknown product (see below). Basically, it gives 6 days worth of randomly generated hex crawling adventure goodness.
The Table part show what was rolled on the 2D6 and what direction you would move off in on the Hex Flower. And the Hex Flowers are marked with red arrows showing those movements:
So, on Day 1:
Weather roll = 10 – predominate weather goes from rain to sunny
Terrain roll = 10 – the terrain remains as plains
Encounter roll = 5 – a random encounter is possible (or is distant)
Day 2:
Weather roll = 6 – predominate weather becomes more overcast
Terrain roll = 9 – the terrain becomes more woody
Encounter roll = 3 – the party have some travel related mishap
I was recently watching a YouTube review (<– Joke) of the ItHoTU and they mentioned that a sort of rule book would be handy to accompany this one pager. In retrospect, I think they are correct. I’m perhaps a little too overly obsessed with getting these things down on one page. Maybe when this thing does turns platinum, I do just that.
What is a Hex Flower anyway?
It is a bit like a random table, but with an inbuilt memory. To find out more check out my Hex Flower Cookbook (also very very close to being platinum best seller).
I can live with both of these (you probably sense a but), but I don’t like this when this is done for perception-like checks e.g. checks for traps, listen at doors etc.
The problem (for me at least) is that the player rolls and then immediately KNOWS the result.
Yes, players can (in theory) put aside their meta knowledge and act only on their ‘in game knowledge’. But, of course they can’t really, and I think the suspense is still lost in any event
Personally, for perception-like checks I think it is better to roll behind the screen and the DM to relay the apparent result to the player. Then, the player can then simply, unfettered, act on the knowledge their PC actually knows.
Below is a possible compromise …
Add an uncertainty/opacity die to the roll.
That is, ask the player to roll two dice, where one is real and one is the uncertainty/opacity die. Only the DM knows which is the real die and which is the uncertainty/opacity die.
Does that really add anything (… a bit) and aren’t we just behind the screen again (… not quite).
Scenario:
Player makes a test with one die and includes an uncertainty/opacity die, and the result is (only the DM knows if the green or orange die is the real die and let’s say the target is 10 or lower):
Pass & Pass – player knows and I’d say the PC also knows they passed the test, because they know they did a good job (the uncertainty/opacity die is almost a self-evaluation roll – in real life we have all done a examination/test etc. that we know we have failed and vice versa. Knowing you failed can be useful even if it is not the desired result).
Pass & Fail – this is where it gets more interesting, the player and PC do not know if they passed the test – they are getting mixed information:
> > If the DM says “you think the chest is trapped” the player and PC can’t be certain if that is a false positive (you might want to include false positives in your game – e.g. when the test is failed badly, just don’t tell the players the criteria by which false positives arise); or can they safely assume the chest is trapped. That is, the PC thinks it is trapped, but they are not certain if they did a good job in their evaluation to be certain.
>> If the DM says “you think the chest is not trapped”, then what? The player and importantly the PC know that they did not do a good enough job to be certain.
Fail & Fail – The player and the PC know that they bungled the attempt and so cannot make any meaningful conclusion.
So in the top (Pass & Pass) and bottom (Fail & Fail) scenarios it is a bit like rolling in the open, but there is a reason why the player does not need to set aside in game knowledge, because the PC shares the same knowledge (well a bit anyway).
Maybe I should have gone with a Move Silently check (perhaps a better example, but I’m not re-writing this blog post, well not yet at least). In a Pass & Pass scenario the PC knows they aced it. In a Fail & Fail scenario the PC knows that they stepped on that cat’s tail it let out a massive yeolw, knocked over a glass bottle which then rolled noisily down the cobble steps. In a Pass & Fail scenario – the PC stepped on the twig snapping it, but was it heard by the guard; should they press on or not?
Just an idea for your consideration … maybe someone has already suggested this.
** EDIT: As always, I’m not the D&D police, please feel free to ignore this mechanic and not use it in your game ***
This Kickstarter is for two (2) Hex Flower Game Engine based RPG adventures.
Zines The first, Carapace, offers the horrors of procedurally exploring a labyrinthine giant ant colony in search of the giant ant Queen. The second, In the Heart of the Oz is more of a gonzo sandbox setting, based in the Land of the Wizard of Oz.
Artists The art in these match the setting material. Marcin s‘s dark fantasy style is a perfect match for Carapace, and Nate Treme‘s charming, almost whimsical style matches the Wizard of Oz setting.
Why two zines? Well, both are great and by combining these we save you postage costs in sending these out separately. I hope you can stop buy and take a look.
I will start off by saying, I do not claim to be the best puzzle designer out there. I just like trying to make them.
I recently read this about puzzle dungeons in RPGs, and it made me wonder if having some structure (at least to start with) could help in making individual puzzles.
Before getting into this, I think it is important to recognise that ‘puzzles’ can be broken down into two main categories:
Class 1 – Pure inspiration – for example I saw an Arrhenius screw and thought that would be a neat stair case; or noticing that cannon balls float in mercury, and realizing that perhaps a large vat of mercury could be used to make a liquid bridge over a dangerous surface. But, other than a mind looking for D&D connections, there is nothing you can do to harvest pure inspiration.
Class 2 – Active designed – like this moon door puzzle, or secret chimney (pic below) or this rotating flooding corridor puzzle. These were constructed almost from the ground up. No raw inspiration. So, I began to think about my thought process in how I built these puzzles, and began to think – could I codify my thought process and would this be useful?
Secret Chimney Puzzle
My thought process for Class 2 Puzzle (for what it is worth):
For example, my main thought process when making the Sun/Moon door puzzle was along the lines of: (1) I want a door that is not easy to get through (2) I’ll make a puzzle that needs to be solved to open the door (3) things need to be put in the correct place on the door to solve the puzzle (4) I’ll make the puzzle be related to the position of the Sun and the phase of the Moon, so I can give visual hints related to these positions in the current sky. Hopefully this will not be too hard, too easy is way worse than too hard.
So, in designing: Need an objective –> a ‘stopper’ that prevents getting to the objective easily –> a reasoned solution based on information –> hints that provide this information
I then went through a process of deciding if this puzzle was fun, dobale and not a game ending problem.
So, in checking the puzzle: Is this an engaging problem? –> Is it logical enough and not arbitrary, not too hard or too easy? –> Is it putative to the overall game?
I will say none of this was done in a premeditative way, it just sort of rolled out, using more of less those steps, but probably in a bit of a mind jumble. This is just me trying to retro-derive my thought process.
– IF – we put aside raw inspiration (i.e. Class 1 Puzzles) as an untamable beast, is there a way of coming up with a semi-rigorous method of designing simple puzzles for RPGs?
Let’s try:
— Proforma Questions —
1.OBJECTIVE – What objective will the PCs want/need (it can be a simple one) 2. STOPPER – What stops/frustrates obtaining the objective in 1. easily 3. RESOLUTION – What do the PCs need to do to resolve/overcome the frustration in 2. 4. HINTS – (using the Alexandrian 3 clue rule probably makes sense here) (a) what hint/clue is there in getting to a solution (b) perhaps add a second hint/clue (c) perhaps add a third hint/clue, perhaps make this more of a thematic clue
— Check/Validation Questions —
5.ENGAGING – Is the solution engaging/fun (or at least not a mechanical drudge) – if not change something in steps 1‑4, probably in steps 2 or 3, and work back through the steps 6. LOGIC – Does the solution require some basic logic or common-sense reasoning – if not, change something in 1-4, probably in steps 3 or 4, and work back through the steps 7. PUNITIVE – If failure to obtain the objective in 1. is overly punitive and/or prevents/ends the game from progressing in a meaningful way – then change something, probably the objective
— Worked Examples —
:: Let’s try it out – DOORWAY 1
OBJECTIVE– get through the doorway
STOPPER– the door is rusted shut
RESOLUTION– oil the hinges, the oil is in another room (if the players have no oil on them)
HINTS – (a) mention that the hinges are covered in rust (b) there are greasy spots below the hinges (i.e. hint: they have been oiled before) (c) PCs have passed through another door in the complex that could only just be opened on screeching hinges (i.e. hint: oil would have helped open the door)
ENGAGING– seems OK, perhaps it’s a bit on the mundane side …
LOGIC– seems OK, no massive leaps of logic needed
PUNITIVE– this door just leads to a non-essential part of the complex, so it’s OK if they fail to get past the door
Overall this puzzle seems OK, the main problem is that 5. is not especially interesting, so we could have another try or tweak things a bit.
So, we could make getting the oil more interesting, like perhaps the PCs should encounter a broken engine or robot/automitant and it is dripping oil, or they find a bowl where rusted metal items are soaking in oil etc.
OR change something in 1 to 4 above to try to make it more engaging. OK, let’s try that:
:: Let’s tweak it – DOORWAY 2:
OBJECTIVE – get through the METAL doorway
STOPPER– it’s rusted shut
RESOLUTION– get a RUST MONSTER to eat the metal door
HINTS – (a) PCs can encounter a rust monster eating its way through a giant metal chain like a row of sausages. Perhaps change the door in 1. to a portcullis, and it is the operational chains that have rusted solid on the portcullis (b) there is an abandoned reel of chain left near the door, or the door is also chained shut (i.e. hint: trying to link the door, chains and rust monster together). (c) perhaps there are lots of chains left in this complex, and some show strange signs of being eaten by something.
ENGAGING– Perhaps a more interesting solution than above – the PCs can drag the metal chain to the door leading the Rust Monster to the door/portcullis, and then the PCs can come back when the Rust Monster has eaten the door?
LOGIC – think this is a pass
PUNITIVE – Again, the door just leads to a non-essential part of the complex, so OK
Of course, if the PCs come up with a better way of getting past the door, all well and good, as long as there is at least one way of doing this in your puzzle (but also see also PIT 2 example were there is no bespoke solution just an open problem)
:: For the fun of it, let’s make another – DOORWAY 3
OBJECTIVE – get through the doorway (sticking with a theme)
STOPPER – it requires a code/puzzle solution
RESOLUTION – align 7 pegs in the correct holes
HINTS – (a) perhaps the pegs are rainbow coloured and they have to be put in rainbow coloured order e.g.: ROYGBIV (b) there is a room with a giant rainbow mural with open doors at each end of the rainbow (c) the cult members in the complex all wear rainbow coloured robes (e.g. theming rainbows)
ENGAGING – think this is a pass
LOGIC – yes, hopefully not too obtuse. Added hint, maybe have a prism near the door, and when light is shown through the prism the split light shows the placement of the pegs in the holes on the door
PUNITIVE – again, this door just leads to a non-essential part of the complex
:: OR – DOORWAY 4
OBJECTIVE– get through the doorway
STOPPER – it requires a code/puzzle solution
RESOLUTION – align the 4 levers in the door in a(n): up, down or middle position
HINTS – (a) There is a room in the complex where the up, down or middle positions are indicated – maybe horizontal bars on a tapestry e.g. _ — _ — perhaps there is an open door printed above the bars. Or a painting of the door with 4 prominent markings on it, maybe knots in the wood, or physical holes showing the position of the levers; or carpet with a door with 4 branches growing out of it, each branch position equating to the position of the 4 levers (b) Maybe there are some wear marks (or greasy finger marks) on the door indicating the positions the lever should be in (c) Maybe the PCs can find a torn cloth that show a smudge drawing showing the level positions, but disguised as musical notes (maybe too obtuse); or they find a diagram on a dead thief, the diagram showing someone blowing dust on a door (the dust sticking to the greasy marks described above)
ENGAGING – seems OK, but maybe the players will get fixated on just guessing the positions; a 1 in 81 chance. To discourage simple mechanical guessing, perhaps once the levers are moved, and a failed result is obtained, the door makes a loud “gong” noise, to discourage too many random guesses. Or, stress that the levers are old and look like the will break if messed with too much
LOGIC – yes, think some is required
PUNITIVE – again, this door just leads to a non-essential part of the complex
:: Sticking with doors just to see – DOORWAY 5
OBJECTIVE – get through the doorway
STOPPER – protected by a magical barrier
RESOLUTION – walk backwards through the doorway
HINTS – (a) perhaps a close look at the dusty footprints shows a person appearing to pivot just before going throught the door i.e. weird broad semicircular heel marks (b) maybe there is some sort of riddle in the dungeon giving a hint e.g.: “To go back is to go forward, to go forward is the way back” (c) maybe there is a magical hoop in the complex where things can only pass through in one direction. Maybe the hoop is positioned to control the flow of water through a pipe? Perhaps the archway and the hoop share a copper frame.
ENGAGING – think this is a pass
LOGIC – think this is a pass
PUNITIVE – again, this door just leads to a non-essential part of the complex
:: Let’s try one more doorway – DOORWAY 6
OBJECTIVE – get through a tunnel archway
STOPPER – protected by circular chopping blades
RESOLUTION – turn the mechanism off
HINTS – (a) in the complex there is a switch, perhaps a large bowl of water on a pressure plate – solution empty or move the bowl. Hint, the bowl has level line markings in it which indicate which trap is operational when the water is between line X and Y. A picture of the circular chopping blades are shown between those X and Y lines. Between other lines on the bowl there are other traps that turn on, or portcullis that locks (again a hint of what happens is between the lines on the bowl, e.g. a portcullis symbol or picture of a lowered draw bridge etc.) (b) There is a jug near the bowl it is damp but empty – hint: it has been used recently. Perhaps someone has used the jug since the PC’s last visit? (c) If the PCs mess with the water level in the bowl they hear loud clanking and grinding noises somewhere in the complex. A more complex puzzle might require the PCs to find the bowl and place it on the pressure plate first, but perhaps the pressure plate needs a symbol of the needed bowl on it as a hint. Maybe the bowl has a unique identifying shape e.g. like a large clam or dolphin.
ENGAGING – think this is a pass
LOGIC – think this is a pass
PUNITIVE – again, this archway just leads to a non-essential part of the complex
:: Something new – PIT 1
OBJECTIVE – get out of a deep pit or chasm
STOPPER – the chasm/deep pit is rapidly filling with water, and there is little or no time to remove heavy armor
RESOLUTION – float up on buoyant giant mushrooms that a growing in the base of the chasm
HINTS – (a) PCs encounter these giant mushrooms before in the complex – if they decide to mess with the mushrooms they will discover that they are very light and strong for their size. They are easy to knock over as they have shallow footings (b) perhaps the PCs will cross a stream where the mushrooms were strapped together to form an improvised but buoyant bridge (c) the giant mushroom caps are used as seats by some of the inhabitants of the complex, or perhaps some inhabitants use the mushroom caps as coracles (boats) to move about on an underground lake.
ENGAGING – think this is a pass
LOGIC – think this is a pass
PUNITIVE – a bit (but there are some pretty heavy hints above), but perhaps at worse the PCs might need to lose armor rather than drown.
:: Something new – PIT 2
OBJECTIVE – a golden crown hovers over a wide bottomless pit, the edge/circumference of the pit is mobile, it shifts and oscillates like a writhing snake biting its own tail
STOPPER – falling down the pit means death, and because the edge of the pit is always moving it is difficult to place a fixed structure like a plank across the pit. Hitting the crown knocks it down the pit. But, it will reappear again in the same position in about 10 minutes.
RESOLUTION – in this case, the solution can be up to the players. Anything reasonable will be acceptable. Perhaps they try to hook the crown with a grappling hook on a rope?
HINTS – (a) I think no hints are really needed here, as long as the crown is not vital to solving the mystery of the complex and reasonable solutions the players come up with should be allowed (b) perhaps there are some stones they can use to throw into the pit of no return (c) maybe they hear a rumor about the crown and pit in the tavern; or there is a
ENGAGING – think this is a pass
LOGIC – think this is a pass
PUNITIVE – getting the crown is just a bonus
:: Let’s try it again (maybe you are not happy with the “any solution will do” concept) – PIT 3
OBJECTIVE – a gold crown hovers over a wide bottomless pit, the edge/circumference of the pit is mobile, it shifts and oscillates like a writhing snake biting its own tail
STOPPER – falling down the pit means death, and because the edge of the pit is always moving it is difficult to place a fixed structure like a plank across the pit. Hitting the crown knocks it down the pit. But, it will reappear again in about 10 minutes.
RESOLUTION– the pit is in fact a living inter-dimensional creature/being and it is attracted and yet repulsed by the crown. It is doomed to circle the crown forever – spitting the crown out again if it falls into the belly of the pit. The pit is released if the crown is physically damaged or a portable hole is thrown into the pit
HINTS – (a) PCs can find a broken portable hole, it is interdimensional, but only holds about a gallon worth of stuff. Unusually the edge of the portable hole is mobile and moves exactly like the edge of the bottomless pit. Hopefully the PCs will see a link and decide the throw the near worthless portable hole into the big interdimensional pit. Perhaps, better, the hole and the pit are connected, and when near to each other, the PCs can see the crown in the hole and reach in and grab the crown (b) both the portable hole and the pit share some other property, e.g. both impossibly black, have arcing sparks around their edge, or look like they contain the night sky (c) PCs can find a partly destroyed book about these interdimensional beings and how they are unstable if they are in the vicinity of interdimensional spaces or other interdimensional beings.
ENGAGING– think this is a pass
LOGIC – think this is a pass
PUNITIVE– getting the crown is just a bonus
:: One more for luck – LAVA RIVER
OBJECTIVE– a long dead monarch sits on a throne in decaying raiments of their office
STOPPER– a river of lava bisects the chamber; the PCs are on the wrong side of the lava river. The heat is so fierce that it is nearly impossible to approach the lava river and any sort of normal bridge will be incinerated, or if metal, it will be white hot in seconds.
RESOLUTION– there is a safe magical conduit over the lava stream covered by an illusion, or it is invisible
HINTS– (a) Exploration of the cavern may reveal that there is one area in the cavern that seems less hot, following the somewhat cooler area allows them to approach the lava stream, and if bold simply walk over the lava (b) Maybe the air around the conduit is different, less heat haze, or perhaps some (heat resistant) dark purple moss shows a path to the conduit (c) Maybe there is a painting (or legend about the same) showing the great monarch walking over the lava, feet wrapped in purple moss, their sword held aloft (the sword is a red herring). Maybe they find a fireplace where the heat resistant dark purple moss grows, the moss being largely unaffected by the heat of a normal fire.
ENGAGING– think this is a pass
LOGIC – think this is a pass
PUNITIVE– not solving the puzzle only means they get less treasure
Final thoughts
So, these are just some ideas I came up with on the fly. Give it a try, maybe it will work for you (no promises).
Overall, maybe having some initial structure is a good idea. The concept you get can then be iterated until you get something you like. Perhaps throw some random tables in to help spark more ideas especially when designing a solution e.g. how the heck is a ladle going to be used to open a secret alternative doorway to the dungeon.
Again, I’m not expert, just thinking about how I’ve done this in the past.