Showing posts with label dungeons and Dragons. Show all posts
Showing posts with label dungeons and Dragons. Show all posts

Friday, July 14, 2017

Puzzle Showcase: Caesar Cypher

I was first introduced to the Caeser Cypher from Sly Flourish's wonderful book, Dungeon Master Tips. It's definitely worth the price of a 6-pack so please check it out!

The Caesar cipher, or shift cipher, is one of the simplest encryption puzzles. It is a substitution cipher where each letter in the original message is replaced with a letter corresponding to a certain number of letters ahead or behind in the alphabet.

For example: "Go right" could be shifted up 1 letter to "Hp sjhiu".
Another: "The key can be found under the old oak tree" shifted 1 up would be "Uif lfz dbo cf gpvoe voefs uif pme pbl usff"

This easy Caesar Cypher tool by Robert Eisele is great to create your own puzzles.

Sometimes the players will have no idea what to do; here are a few tips to point them in the right direction without breaking immersion:

  1. Don't make solving the puzzle critical to moving forward. It is crucial that they be allowed to fail if they can't figure it out
  2. Can they find a half-finished solution somewhere? Maybe the cypher was decoded by the enemy they just killed and half of the note is burned or covered in blood making it only partially readable - prepare this as a prop beforehand to really impress your players
  3. If they fail the first time, let it come up again later - this will build up the excitement for when they finally figure it out and make you look like a fuckin' genius rather than a failure

Have you ever used a cypher puzzle in your game? How did it turn out? Share your story in the comments below!

Friday, June 30, 2017

Let's all be Heroes

For real. We all wanna be your hero baby.

But it takes both the players and the GM to make it happen. 

Tips for Players:
  • Be interesting - dump stats in a skill that's different for fuck's sake
  • Take risks - heroes don't shy away from a DC 25 acrobatics check to back-flip off of the ogre's forehead and stick the landing across the river of lava
  • Look for opportunities, but don't force it. Just because you are a goddamned expert in climbing doesn't mean you can't just walk up the mountain path
  • Talk to your GM (nicely), if you feel that opportunities aren't presenting themselves as much as other players. Ask how your character can be more useful in the future. Hopefully they will get the hint
Tips for GMs:
  • Read players' character sheet and backstories it can be fucking painful, but will give you ideas
  • Make it tough, and make it worth it. If they can never fail then success doesn't seem as sweet
  • Remember, it's not about YOU. You're already a hero for putting up with all their whiny bullshit; they should give you an award just for showing up
  • Plan ahead - I keep a section of notes dedicated to making sure I have planned opportunities for each character. Something like this:
    • Thief: Traps @ entrance, sleeping guards, alarm can be disabled
    • Wizard: ______??? (maybe add a monster vulnerable to cold dmg)
    • Cleric: Can speak to the dead victims, religious puzzles to get loot
In the above example I would go back to my plot notes to see what I could do to give the wizard time to shine. Not all of the events will happen exactly as planned -- that's OK, you did your part. 

Tuesday, June 27, 2017

Serious Wounds - Enhance your gaming!

Are your players always rushing in? Do they undervalue their cleric, or only care about healing when they are below 0 hp?

Fuck that. 

I have been wanting to share this for a while, it is definitely my favorite tool and set of house rules:

Serious Wounds Chart (SWC)


This was inspired by the serious wounds chart in the awesome 1995 tabletop game Necromunda (wikipdf rules)

After introducing the SWC, our games have been much more dramatic. Here's how it works:
  • If a character falls below 0 hit points at any time, at the end of combat they must make a single d66 roll (two six-sided die, one designated as "10's place") on the serious wounds chart.
  • GM may allow another character to improve the result by 1 (or worsen, in case of a critical failure) via a successful "Heal" check. (DC 20, per rulebook)
Simple! Elegant! Damn nerve-racking.

Honestly, it has completed changed the risk/reward psychology of the players. 
Feel free to download your own copy and add your own unique wounds! This could easily be expanded to include different wound categories. 

Tips:
  1. House Rule: During character creation, your player must roll on the SWC. This is a great way to help them create some backstory or motivation to become an adventurer. Plus, rolling dice is fun.
  2. They only have to roll once per encounter, in case they fall below 0 hp more than once after being healed a bit.
  3. Be sure to make your players designate which d6 is the 10's place before rolling... those fuckers will cheat.