Tuesday, December 10, 2024

Kanoodle as In-Game Puzzle - Part 1

For a very long time, I've been interested in integrating real puzzles into my tabletop games. I know that some folks prefer to keep character skills separate from player skills, but as an old school GM, I don't ascribe to that point of view. 

Rather than puzzles being purely character skill or purely player skill, I've been trying to merge the two for some time. Allowing character skill (or lack thereof) to make things easier (or harder) for the player at the table. This would turn puzzles/tricks/traps into a sort of "mini game." I think this builds engagement at the table. I wouldn't want to do it for every single trick/trap/puzzle, but used judiciously, I think it can be fun. 

Years ago, I wrote an article for Knockspell Magazine about using Mastermind as a trap mini-game https://www.mythmeregames.com/products/knockspell-magazine-6  Sly Flourish has a different take here https://slyflourish.com/mastermind.html 

For me, the real world puzzle mini-game represents some kind of challenge to the character that they'll need to solve:
  • Open a tricky lock
  • Unravel a mystical enchantment
  • Uncover a vital clue
  • Etc. 
In this post, I will explore the idea of using Kanoodle as the basis for the puzzle mini-game, rather than Mastermind. I'm not linking to it here. It's easy enough to find on Amazon or possibly at the grocery store. That's where I bought mine. 😀

Right up front, I want to state that I haven't playtested these ideas -- but I plan to! I also invite any of you that read this post to try it yourself and please feel free to leave a comment with feedback. Maybe together we can create something useful to the community. 


The good folks who make the Kanoodle have posted the solutions/guides here https://www.educationalinsights.com/kanoodle-solutions-guides  They will prove to be useful, I expect, as I plan how to make this work.

Kanoodle has 2D and 3D puzzles. I'm going to start with the 2D puzzles initially. 

They break down the levels of the puzzles here --
table comparing puzzle difficulty from 1 easiest to 6 most difficult

The puzzles should start at a given level and then be made easier for the player (or more difficult) if their character is particularly suited to the situation the puzzle is intended to represent.

Here's a Level 6 puzzle. It took me less than 2 minutes to solve. Not too shabby. 
level 6 puzzle picture

Here's a Level 4 puzzle. It took me 15 seconds to solve. Pretty easy.
level 4 puzzle picture
Here's how I'm going to proceed.
  • Start with a Level 5 Puzzle
  • Set up the puzzle as pictured in the book. Give the spare parts to the player.
  • Set a 2 minute timer
  • Decide if a SKILL or an ATTRIBUTE is going to be the determining part of the character that modifies the puzzle.
  • If it's a SKILL, go up to Level 6 if the skill is "fumbled"; leave it alone at Level 5 if the skill is simply failed; go down to Level 4 if the skill check is successful.
  • If it's an ATTRIBUTE, go up to Level 6, if the related attribute is 5 or less; leave it alone at Level 5 if the attribute is between 6 and 15; go down to Level 4 if the attribute is 16 or more.
Please try it at your table, if you are so inclined, and let me know what you think! 

Saturday, December 7, 2024

Character Creation House Rules

Has it really been 3+ years since I tried to restart this blog? Wow. A lot has happened to me in that time. 

I posted about my "Ideal OSR Campaign" and I made a list. Not sure where I'd like to start, so I thought I'd start with some low hanging fruit. 

Character creation

In my campaigns, I still want players to roll up their PCs. I don't like stat matrixes. I like the randomness of figuring out what kind of character you can play by rolling dice.

Here are a couple of my methods. Nothing Earth shattering, but I thought I'd share. The community is large and hey, maybe this will be new to someone! 

4d6x7

When rolling the standard 6 attributes, my players roll 4d6 (drop lowest) 7 times. They can then arrange those rolls in any order they'd like. The 7th number, multiplied by 10, becomes their starting gold. If I'm feeling generous I'll let them keep all 4 dice for gold.

If a player rolls 4 sixes for any attribute, they can have a 19.  If 18/00 is a thing for STR, they can have that instead.

30d6

There are NO attribute bonuses by race. No variations of attributes by race.  Instead, YOU get to decide how you want to split up your dice.  What attribute is most important to you?  Where do you put your extra dice?


You get to roll 30d6, divided into 6 rolls, keep the high 3 each time. Heck if you want to roll 2d6 for an attribute, go for it, it’s your character.  If you roll a 2, count it as a 3.  A 3 sucks bad enough.  


You must roll your attributes in some order, once you group the dice. I usually roll STR, INT, WIS, DEX, CON, CHA.


For example, I want to play a strong fighter character.


STR          8d6

INT     3d6

WIS 3d6

DEX 5d6

CON 8d6

CHA  3d6

In this system, if you roll five (5) or more sixes on any attribute roll, that attribute is 19.

I plan to expand on Character creation more in the future!

Sunday, March 7, 2021

My Ideal OSR Campaign Structure/Setting/Settings

 Hi there, it's me, back from a long hiatus... 

Anyway, I had a thought that I might assemble a series of blog posts where I ruminate upon my favorite bits of the OSR and Old School gaming.  Full Disclaimer: YMMV.  These are my thoughts alone.  I'm not looking to pick a fight, just try to assemble a "comprehensive" list of the favorite bits and tools and resources that I would use in an ideal campaign.  

To me, ideal means a campaign that is fully assembled -- not plotted or heavily structured -- but a campaign where all the pieces are organized (as much as possible) so the GM has all their resources at their fingertips.

Here's a starter list of all the things I'd like to identify as resources.  This list is under construction.  As posts are added, they will be hyperlinked here.

  • Outdoor/Wilderness Setting
    • Mapping
  • Primary City
  • Megadungeon(s)
    • Mapping Sources
  • NPC Generator
    • Henchmen/Hirelings
  • Random Tables
  • House Rules
    • Character Creation
    • Combat, etc.
    • Magic
    • Monsters
    • Downtime Rules
So that's where I'll start.  I hope you enjoy the series.  

Friday, November 22, 2019

Counter-magic, Anti-magic, Dispel Magic USING SPELLS

OK, long time no post.  :)  Sorry about that.  I've been busy running several back-to-back RPG campaigns (every other week for years...) and I've had some professional setbacks, but they're getting better.

I'm big into 3D printing these days (2 printers!) see jpacek on Thingiverse.

Still fiddling with my game and trying to be a better GM.

-=-=-=-=-=-=-=-

Anyhoo, here's the idea --

"Wizards can use their memorized spells to counter/deactivate/manipulate other magical effects.  Well, at least they can *try*"

This idea is untested in play, but I'm planning to implement it in my game.  I'll post about how that goes.  :)

Exempli gratia --


Melkor, a mage, encounters a shimmering wall of energy.  He uses his senses and his "magic sense" to determine that it's a disintegration barrier.

Disintegration is Transmutation magic.  Transmutation is the *target school.* 

Here's a bit about disintegration from the d20 SRD.  I play fast and loose, so this is fine for my purposes.  http://www.d20srd.org/srd/spells/disintegrate.htm.

Disintegration is 6th level.  In this case, let's just assume the caster is 2x the level of the spell, so 12th level.

Melkor looks at his memorized spells and tries to see if he has any Transmutation spells. 

His highest level transmutation spells are Fly and Haste at 3rd level.  Melkor is 8th level. 

This is going to work like Dispel Magic
make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
So, Melkor will add 8 to his roll and the target will be 23.   A couple more things --

The difference in the levels of the spell should matter.  Disintigrate is 3 level higher than his 3rd level spells, so add -3 to the roll.  Melkor is now adding 5.  The target is still 23. 

Succeed or fail, Melkor's spell is used in the attempt. 

A couple more ideas.  


I found this chart using a Google search here.  If you are the rightful owner of this chart and would like me to remove it; please leave a comment. 

What if Melkor *doesn't* have any Transmutation magic OR he doesn't want to burn his Haste or Fly right now?  He can use other spells he has.   Just look at the schools that are adjacent or nearby the relevant school and assess a penalty to the roll as you see below.  The school *directly opposite* the target school *cannot* be used.  Here's a pic --
Each step you are away from the target school, you get a cumulative -2 penalty.  

Melkor also has Stinking Cloud (Conjuration) memorized so he could opt to use that.  It's also 3rd level so he now gets to add only 3 to his roll.  The target is still 23.  Not great odds, but I'm saying there's a chance.  :)


Additional thought --


If the magic is some kind of persistent effect, like the disintegration barrier described above, success means that the effect is merely canceled for caster level X spell level rounds.  In this case, 8th level X 3rd level = 24 rounds.  

Keep track of this duration at the table.  It could add to the drama and the tension.  Maybe the characters dispelled the barrier to get in and they have to accomplish their task before the barrier reappears...

If the magic is an active spell from another caster, the spell is dispelled.  


Further thoughts --


Using this would allow GMs to add items to their game that might help with this --
  • Wand of Dispelling (+2 to roll)
  • P'tau Crystals (focus dispel; remove up to -4 in school penalties)
  • Circlet of Dispelling (add 2 to casters level when dispelling)
Taking extra time could benefit the caster.  Stress and time pressure could penalize the caster

I would remove Dispel Magic from my game in favor of this system.

Monday, February 29, 2016

Green Devil Face 3D Printed

This feature is LEGENDARY in the infamous S1 Tomb of Horrors by Gary Gygax.  Now you can print (a version of) it for your own game.  Derived from OpenForge, it is compatible with Dwarven Forge and other tabletop tile systems. 

Enjoy!

http://www.thingiverse.com/thing:1380984

Monday, October 26, 2015

Bridge of Sorrows 3D


I might just have to put together a Swords and Wizardry scenario based upon this.  It remains an amazing picture.  :)

Wednesday, October 14, 2015

A Cool Little Encounter

In the game, Dungeon Boss, you have a boss fight against this guy -- he's a goblin wizard and he has three shrieker mininons.  They screech at the heroes and drain their powers.  Pretty cool idea for a "low level" boss fight in your dungeons.