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	<title>Comments on: A Different Perspective: Changing the dynamic with a different metaphor</title>
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		<title>By: Gerard</title>
		<link>http://www.campaignmastery.com/blog/changing-the-dynamic/comment-page-1/#comment-1244</link>
		<dc:creator>Gerard</dc:creator>
		<pubDate>Sun, 01 Nov 2009 21:23:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=626#comment-1244</guid>
		<description>I&#039;d like to point out the game Dread, which uses Jenga for conflict resolution: http://www.tiltingatwindmills.net/dread/

Here&#039;s a thread about it on ENWorld with some examples: http://www.enworld.org/forum/general-rpg-discussion/194714-dread-jenga-beat-up-my-dice-my-results-indie-horror-rpg.html</description>
		<content:encoded><![CDATA[<p>I&#8217;d like to point out the game Dread, which uses Jenga for conflict resolution: <a href="http://www.tiltingatwindmills.net/dread/" rel="nofollow">http://www.tiltingatwindmills.net/dread/</a></p>
<p>Here&#8217;s a thread about it on ENWorld with some examples: <a href="http://www.enworld.org/forum/general-rpg-discussion/194714-dread-jenga-beat-up-my-dice-my-results-indie-horror-rpg.html" rel="nofollow">http://www.enworld.org/forum/general-rpg-discussion/194714-dread-jenga-beat-up-my-dice-my-results-indie-horror-rpg.html</a></p>
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		<title>By: Scott&#8217;s Corner &#187; Archive &#187; Random recent links</title>
		<link>http://www.campaignmastery.com/blog/changing-the-dynamic/comment-page-1/#comment-722</link>
		<dc:creator>Scott&#8217;s Corner &#187; Archive &#187; Random recent links</dc:creator>
		<pubDate>Wed, 27 May 2009 02:02:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=626#comment-722</guid>
		<description>[...] Saga Character Sheet (pdf), Random dungeon maker review 4e: Free 4e character manager, 4e power organization tip, Good GMing advice for beginning players and GMs Free 4e trial reviewed and direct link. 4 commonly missed 4e rules 4e Skill challenges revisited, More card substitutions [...]</description>
		<content:encoded><![CDATA[<p>[...] Saga Character Sheet (pdf), Random dungeon maker review 4e: Free 4e character manager, 4e power organization tip, Good GMing advice for beginning players and GMs Free 4e trial reviewed and direct link. 4 commonly missed 4e rules 4e Skill challenges revisited, More card substitutions [...]</p>
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		<title>By: Joseph</title>
		<link>http://www.campaignmastery.com/blog/changing-the-dynamic/comment-page-1/#comment-714</link>
		<dc:creator>Joseph</dc:creator>
		<pubDate>Fri, 22 May 2009 19:02:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=626#comment-714</guid>
		<description>I did something similar to this in a D&amp;D game a couple of years ago. There was a puzzle that probably could&#039;ve been an open lock check, but the party didn&#039;t have a rogue set up for open lock. Instead I got one of those slider puzzles that scrambles up a picture and gave the best player 1 minute to finish it. Then intelligence rolls added more time to the clock. If they didn&#039;t open it on time one of the party members would&#039;ve died (even longer story) and the players really enjoyed the alternate method and the suspense.</description>
		<content:encoded><![CDATA[<p>I did something similar to this in a D&amp;D game a couple of years ago. There was a puzzle that probably could&#8217;ve been an open lock check, but the party didn&#8217;t have a rogue set up for open lock. Instead I got one of those slider puzzles that scrambles up a picture and gave the best player 1 minute to finish it. Then intelligence rolls added more time to the clock. If they didn&#8217;t open it on time one of the party members would&#8217;ve died (even longer story) and the players really enjoyed the alternate method and the suspense.</p>
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		<title>By: Explosive Runes - 22 May 2009 &#171; Lord Kilgore</title>
		<link>http://www.campaignmastery.com/blog/changing-the-dynamic/comment-page-1/#comment-713</link>
		<dc:creator>Explosive Runes - 22 May 2009 &#171; Lord Kilgore</dc:creator>
		<pubDate>Fri, 22 May 2009 19:01:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=626#comment-713</guid>
		<description>[...] A Different Perspective: Changing the dynamic with a different metaphor I&#8217;ve been wondering about incorporating playing cards into my games a bit more. (One thing that jumps immediately to mind is the NPC motivation system from the original Twilight:2000&#8230;) But this article takes the idea to a whole nother level. [...]</description>
		<content:encoded><![CDATA[<p>[...] A Different Perspective: Changing the dynamic with a different metaphor I&#8217;ve been wondering about incorporating playing cards into my games a bit more. (One thing that jumps immediately to mind is the NPC motivation system from the original Twilight:2000&#8230;) But this article takes the idea to a whole nother level. [...]</p>
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		<title>By: Loz</title>
		<link>http://www.campaignmastery.com/blog/changing-the-dynamic/comment-page-1/#comment-700</link>
		<dc:creator>Loz</dc:creator>
		<pubDate>Mon, 18 May 2009 08:26:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=626#comment-700</guid>
		<description>Mike said : &quot;changing the result determination can have surprises, but that doesn’t invalidate the premise - it’s just something to watch out for&quot;
I agree. My objective was to help avoid nasty surprises via the good old &quot;Prior preparation prevents...&quot; adage (of which I am a True Believer). It can be enjoyable to debate a modification de rules mechanisms... and a major drag if you have to spend one hour of every game sesion patching and modding the mechanism (Been there, done that. Glad I don&#039;t have to do it again....)
As an example :  I play occasionally in a &quot;Deadlands&quot;-variant RPG that gives extra cards to very skillful spell-casters (unfortunately this game mechanismehas gone over the top : too many bonus cards destroyed any chance of failure... and the GM is now adding extra levels of risk/reward to try to compensate. In vain.)
Re-reading this I feel that I&#039;m perhaps generating the wrong impression : Fundamentally, despite my pointing out traps (in order to help GMs avoid them), I do agree with the basic premise of your article. Be it a a full-time &quot;From now on we&#039;ve all decided to...&quot; or a short arc of &quot;A change is a good as a rest&quot; scenarios or just a one-scene &quot;physical support for an in-game puzzle/enigma/trap to be solved&quot; changing game decision-resolution mechanisms can be a very good thing.</description>
		<content:encoded><![CDATA[<p>Mike said : &#8220;changing the result determination can have surprises, but that doesn’t invalidate the premise &#8211; it’s just something to watch out for&#8221;<br />
I agree. My objective was to help avoid nasty surprises via the good old &#8220;Prior preparation prevents&#8230;&#8221; adage (of which I am a True Believer). It can be enjoyable to debate a modification de rules mechanisms&#8230; and a major drag if you have to spend one hour of every game sesion patching and modding the mechanism (Been there, done that. Glad I don&#8217;t have to do it again&#8230;.)<br />
As an example :  I play occasionally in a &#8220;Deadlands&#8221;-variant RPG that gives extra cards to very skillful spell-casters (unfortunately this game mechanismehas gone over the top : too many bonus cards destroyed any chance of failure&#8230; and the GM is now adding extra levels of risk/reward to try to compensate. In vain.)<br />
Re-reading this I feel that I&#8217;m perhaps generating the wrong impression : Fundamentally, despite my pointing out traps (in order to help GMs avoid them), I do agree with the basic premise of your article. Be it a a full-time &#8220;From now on we&#8217;ve all decided to&#8230;&#8221; or a short arc of &#8220;A change is a good as a rest&#8221; scenarios or just a one-scene &#8220;physical support for an in-game puzzle/enigma/trap to be solved&#8221; changing game decision-resolution mechanisms can be a very good thing.</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/changing-the-dynamic/comment-page-1/#comment-697</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Mon, 18 May 2009 03:45:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=626#comment-697</guid>
		<description>@My Poker Blog: I&#039;m not a poker expert, and this is not the appropriate forum for such discussions. I could comment on the clarity of your blog posts, but that&#039;s neither here nor there. Normally I would not approve this comment, but it&#039;s possible that the blog itself (with descriptions of actual poker hands and play, however limited) might be of use to our readers, and the comment is not entirely off-topic (but is skewed at an odd tangent).</description>
		<content:encoded><![CDATA[<p>@My Poker Blog: I&#8217;m not a poker expert, and this is not the appropriate forum for such discussions. I could comment on the clarity of your blog posts, but that&#8217;s neither here nor there. Normally I would not approve this comment, but it&#8217;s possible that the blog itself (with descriptions of actual poker hands and play, however limited) might be of use to our readers, and the comment is not entirely off-topic (but is skewed at an odd tangent).</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/changing-the-dynamic/comment-page-1/#comment-696</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Mon, 18 May 2009 03:38:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=626#comment-696</guid>
		<description>@Loz: Your assessments are, as usual, pretty good. Yes, changing the result determination can have surprises, but that doesn&#039;t invalidate the premise - it&#039;s just something to watch out for. Changing the rules of a card game can also have hidden surprises - which is why I consider it important for the GM to practice a bit first, to assess to what extent the field changes. As you yourself note, changing the dynamic used to simulate a situation works - at least sometimes. But a lot of GMs have never thought of it, hence the post. I like your non-card-game suggestions!</description>
		<content:encoded><![CDATA[<p>@Loz: Your assessments are, as usual, pretty good. Yes, changing the result determination can have surprises, but that doesn&#8217;t invalidate the premise &#8211; it&#8217;s just something to watch out for. Changing the rules of a card game can also have hidden surprises &#8211; which is why I consider it important for the GM to practice a bit first, to assess to what extent the field changes. As you yourself note, changing the dynamic used to simulate a situation works &#8211; at least sometimes. But a lot of GMs have never thought of it, hence the post. I like your non-card-game suggestions!</p>
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		<title>By: My Poker Blog</title>
		<link>http://www.campaignmastery.com/blog/changing-the-dynamic/comment-page-1/#comment-695</link>
		<dc:creator>My Poker Blog</dc:creator>
		<pubDate>Sun, 17 May 2009 18:36:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=626#comment-695</guid>
		<description>Hi, maybe you could give me some feedback on my Poker sessions? I logged alot of them on my blog. Check it out if you have time some day...</description>
		<content:encoded><![CDATA[<p>Hi, maybe you could give me some feedback on my Poker sessions? I logged alot of them on my blog. Check it out if you have time some day&#8230;</p>
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		<title>By: Loz</title>
		<link>http://www.campaignmastery.com/blog/changing-the-dynamic/comment-page-1/#comment-675</link>
		<dc:creator>Loz</dc:creator>
		<pubDate>Mon, 11 May 2009 08:24:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=626#comment-675</guid>
		<description>My first thought was : &quot;Main success-determination mechanisms may have hidden surprises that some players will gleefully exploit&quot;
E.G. Playing cards can work well for a main success-determination mechanism, but beware of rules that allow PCs to draw extra cards in Poker-based variants : Each extra card ups the chance of succes by a BIG amount (I have no proof of this but I remember reading someplace that one extra card *doubles* your chances in 5-card Stud Poker ....). I recall a game (Deadlands) that used this mechanism and thus may have a more detailled explanation of this principle.

I do employ alternative mechanisms and they can be a strong plus.
First a few general principles. I feel that alternatives are good if not overused : a change of pace, a different kind of challenge. I feel they should be simple (touch-test : how fast can you explain it? In less than 60 seconds?) 

Puzzles are good for unusual situations IF the main PC being put to the test is played be someone capable of solving the puzzle/test you put before them. Also, the other players should be able to contribute. This last criteria strongly implies that one player shouldn&#039;t be excluded because he&#039;s consistantly lousy at that type of puzzle/game. A team effort can overcome this somewhat, but be ready to dump your wonderful challenge if three-quarters of your players exclaim about how unfair this is on them and how they&#039;ve suddenly been condemned to failure....
So I keep this sort of thing for occasional challenges not as a replacement for the main success-determination mechanism. 

A few alternatives I used /run across:
&quot;How to assist a ritual&quot;. 5 black and 5 white balls in a bag plus one white ball per person helping pray/cast the ritual - more if they are powerful/strongly motivated (GM call based on their role-playing). At the conclusion of the ritual draw a white ball to succeed (a black ball=failure). Good for ressurection of fallen comrades and BIG ceremonial magics.

&quot;Logic Puzzle&quot;*. Paper grid of numbers 1 to 100, and clues such as &quot;It&#039;s not a prime number&quot;, &quot;It&#039;s  not divisible by seven&quot;, &quot;It&#039;s not in the third column&quot; to eliminate all but one of the numbers. Tell the GM the number you&#039;re picking to succeed. All players can chip in comments on this one.
&quot;Logic Puzzle II*&quot;
Several clues about a situation have to be cross-referenced
(e.g. &quot;Mary lives on the left hand side of the street, her family name does not have an odd number of letters&quot;; &quot;Mr Baker does have a daughter named Jane, but his house doesn&#039;t have a green door&quot;, &quot;All the doors on the houses with an odd number on them are white&quot;)
All converge to eliminate all-but-one answer to the question &quot;Which parent-and-child lives at number 37 and what is the colour of their front door?&quot;. Good for murder mysteries document-research.

*=There are entire magazines of these kinds of puzzles and I&#039;m sure there must be internet sites with free examples.

&quot;Pentominoes&quot; : The GM says &quot;Assemble a Rectangle 5 by 12 to succeed&quot; (N.B. Only works a few times before the players memorise solutions.... and the 3x20 rectangle is a monster!)or &quot;Finish this rectangle to succeed&quot;. Also called &quot;polyominoes&quot; in Arthur C Clarks book &quot;Imperial Earth&quot;. Can be constructed from cardboard.

Manual dexterity tests (NOT for klutzes!)
Those little frames that have sliding-tiles that you must rearrange into a coherent picture (possibly within a GM-imposed time limit. Good for thieves who need to defeat a lock/trap within a set time-limit. Ditto those little steel ball-bearings-balancing-test (inside hollow perspex cubes). They can be a nasty challenge. Hard to match to a players skill, too. But there is potentially a definite &quot;Aha!&quot; moment with a cool visual proof of success at the end....
It&#039;s a shame these aren&#039;t infinitely reusable and modulable like dice....


Recap: 
A change of pace, a different kind of challenge. Good if not over-used, if rapidly-explainable.
Can help players make fond memories, especially during a team effort. Visual supports help this.
May require careful matching to players skill levels, and/or suddenly dumping it to fall back on dice-rolling in the face of potential mass player reticence.
Examples of puzzles can be found on the internet.</description>
		<content:encoded><![CDATA[<p>My first thought was : &#8220;Main success-determination mechanisms may have hidden surprises that some players will gleefully exploit&#8221;<br />
E.G. Playing cards can work well for a main success-determination mechanism, but beware of rules that allow PCs to draw extra cards in Poker-based variants : Each extra card ups the chance of succes by a BIG amount (I have no proof of this but I remember reading someplace that one extra card *doubles* your chances in 5-card Stud Poker &#8230;.). I recall a game (Deadlands) that used this mechanism and thus may have a more detailled explanation of this principle.</p>
<p>I do employ alternative mechanisms and they can be a strong plus.<br />
First a few general principles. I feel that alternatives are good if not overused : a change of pace, a different kind of challenge. I feel they should be simple (touch-test : how fast can you explain it? In less than 60 seconds?) </p>
<p>Puzzles are good for unusual situations IF the main PC being put to the test is played be someone capable of solving the puzzle/test you put before them. Also, the other players should be able to contribute. This last criteria strongly implies that one player shouldn&#8217;t be excluded because he&#8217;s consistantly lousy at that type of puzzle/game. A team effort can overcome this somewhat, but be ready to dump your wonderful challenge if three-quarters of your players exclaim about how unfair this is on them and how they&#8217;ve suddenly been condemned to failure&#8230;.<br />
So I keep this sort of thing for occasional challenges not as a replacement for the main success-determination mechanism. </p>
<p>A few alternatives I used /run across:<br />
&#8220;How to assist a ritual&#8221;. 5 black and 5 white balls in a bag plus one white ball per person helping pray/cast the ritual &#8211; more if they are powerful/strongly motivated (GM call based on their role-playing). At the conclusion of the ritual draw a white ball to succeed (a black ball=failure). Good for ressurection of fallen comrades and BIG ceremonial magics.</p>
<p>&#8220;Logic Puzzle&#8221;*. Paper grid of numbers 1 to 100, and clues such as &#8220;It&#8217;s not a prime number&#8221;, &#8220;It&#8217;s  not divisible by seven&#8221;, &#8220;It&#8217;s not in the third column&#8221; to eliminate all but one of the numbers. Tell the GM the number you&#8217;re picking to succeed. All players can chip in comments on this one.<br />
&#8220;Logic Puzzle II*&#8221;<br />
Several clues about a situation have to be cross-referenced<br />
(e.g. &#8220;Mary lives on the left hand side of the street, her family name does not have an odd number of letters&#8221;; &#8220;Mr Baker does have a daughter named Jane, but his house doesn&#8217;t have a green door&#8221;, &#8220;All the doors on the houses with an odd number on them are white&#8221;)<br />
All converge to eliminate all-but-one answer to the question &#8220;Which parent-and-child lives at number 37 and what is the colour of their front door?&#8221;. Good for murder mysteries document-research.</p>
<p>*=There are entire magazines of these kinds of puzzles and I&#8217;m sure there must be internet sites with free examples.</p>
<p>&#8220;Pentominoes&#8221; : The GM says &#8220;Assemble a Rectangle 5 by 12 to succeed&#8221; (N.B. Only works a few times before the players memorise solutions&#8230;. and the 3&#215;20 rectangle is a monster!)or &#8220;Finish this rectangle to succeed&#8221;. Also called &#8220;polyominoes&#8221; in Arthur C Clarks book &#8220;Imperial Earth&#8221;. Can be constructed from cardboard.</p>
<p>Manual dexterity tests (NOT for klutzes!)<br />
Those little frames that have sliding-tiles that you must rearrange into a coherent picture (possibly within a GM-imposed time limit. Good for thieves who need to defeat a lock/trap within a set time-limit. Ditto those little steel ball-bearings-balancing-test (inside hollow perspex cubes). They can be a nasty challenge. Hard to match to a players skill, too. But there is potentially a definite &#8220;Aha!&#8221; moment with a cool visual proof of success at the end&#8230;.<br />
It&#8217;s a shame these aren&#8217;t infinitely reusable and modulable like dice&#8230;.</p>
<p>Recap:<br />
A change of pace, a different kind of challenge. Good if not over-used, if rapidly-explainable.<br />
Can help players make fond memories, especially during a team effort. Visual supports help this.<br />
May require careful matching to players skill levels, and/or suddenly dumping it to fall back on dice-rolling in the face of potential mass player reticence.<br />
Examples of puzzles can be found on the internet.</p>
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