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Medieval Cat's avatar

Let's say that I'm DMing Arden Vul for three different groups. The first group A is your optimized party, the second group B is your unoptimized party, and the third group C is also unoptimized but I use GM perogative to start them at level 5. What will happen? Well, likely B will stick around in Lankos Basement fighting rats, while A can advance deeper into the dungeon but not as deep as C. None of them can go down to the deepest levels and assault the factions there. The sandbox balances itself: players will seek a danger level that's appropriate. Is there a risk that party C will start farming rats in Lankos Basement like a deranged WoW player? Not really: tabletop game time is too precious to waste and most players realize this in my experience. I think this solves your cursed problem: players can go where they want and they are unlikely to be WoW-level degenerate about it.

When I think of difficulty in OSR games, I don't think much about monster combat effectiveness. Say I make a simple dungeon: room 1 has a bunch of orcs, room 2 is empty and room 3 has some treasure. How well the players optimize the party determines how likely they are to defeat the orcs, but optimizing the party isn't that hard (as you note). I can add more orcs to room 1, or make them stronger. This will make the players more likely to fail. But it doesn't affect how their choices impact the risk of success: their best strategy is still to optimize the party, same as before. Rolling 10 on a d10 is "more difficult" that rolling 6 on a d6, but is it really when skill doesn't matter?

Now if I add a chess puzzle to room 2 then "real" difficulty comes into play. How hard do I make the puzzle? Or if I add a NPC to negotiate with: How well can the players convince the NPC? This is the player skill I'm interested in.

The true difficulty in OSR games mostly come from faction play, in my experience. And per our previous discussion on your previous post that's a lot GM fiat. But a adventure where the faction descriptions are less forgiving ("The vampires will lie and stab the PCs in the back, the goblins will adapt to every threat, the kobolds have an excellent order of battle", etc. ) will truly be more difficult than an adventure with "easy" factions ("The orcs are brutish and easy to fool, the ghouls are prone to infighting, the myconids will worship any proven magic user as a god", etc).

Finally the ancient red dragon. Examples like it are common. I don't buy either of your takes: If party B from earlier waltzes up to the dragon of Arden Vul, the dragon can easily kill them. But in my game it won't. Instead it will dominate the PCs and try to make them do it's bidding. This can be a good deal for the PCs! Powerful dragons make great patrons. If the PCs play smart (here: difficulty!), they can profit mightily from the relationship. If the players insult the dragon or attack it, the dragon will eat them instead (bad play is punished).

Colton Terry's avatar

This may be a bit of a ramble.

I think there is another aspect to this as well. I don't think you can actually escape dynamic difficulty, you can only try to keep it stable-ish. I know for a fact that my rulings are not entirely consistent. I'll make a decision one night, and three months later, I'll rule differently because I'm either tired and made a mistake, have gained new information, or just am tired of my group being in the same room after 2 hours of play and I want to keep things moving. That's going to have an effect on difficulty, even if I'm trying to stay consistent.

Something I'm coming to understand is that a lot of GMing and game design is about approximation. I work in a medical laboratory, so the reference that I'm going to use is quality control charts.

When working with lab tests you have three kinds of samples: Calibrators, Controls, and Patient Samples.

A calibrator is a fixed value. If your machine shows something else, your machine is broken or there is a misalignment somewhere.

A Control is a range of expected values, and that range will fluctuate over time. If things run a little high one morning, that's not a big deal. If it runs high over multiple days or shifts it's a problem.

Then you have patient samples, where are chaotic little monsters with no respect for the rules. They can be, and often are, anywhere on a chart.

Getting back to game design and GMing, I don't want the extremes of a calibrator or the chaos of a patient sample. I want to establish a comfortable range of possibilities. If the party steps outside of that range occasionally, that's fine. Sometimes it's fun to take on a challenge you know you shouldn't be able to, or to absolutely curb stomp a handful of low level NPCs. What I want to avoid is constantly being outside the intended ranges.

Keeping content within the ranges is the job of the dungeon master and adventure designers. Sometimes that means details need massaged a little. Other times it falls into place pretty easily. The simulation is, at least a little, flexible. If the party makes it clear they just want to talk, the dragon will probably let them. If the party cracks jokes at the dragon's expense to it's face? Well, different story.

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