Showing posts with label Playtesting. Show all posts
Showing posts with label Playtesting. Show all posts

Sunday, 19 June 2022

Hero Kids Encounter Difficulty

In putting together the Hero Kids Brecken Vale Gazetteer, I (finally) correctly organised the adventures into tiers of play.  

In the Gazetteer, these are arranged geographically, beginning with the Adventures in Rivenshore, then Skritteland, then adventures Across the Vale.

The Adventures in Rivenshore tier are introductory adventures and will be adjusted to have Easy difficulty.

  • Basement O’ Rats
  • Fire in Rivenshore
  • Tomb of the Lost King
  • Darkness Neath Rivenshore

Adventures in Skritteland are slightly more challenging and will be adjusted to have Moderate difficulty:

  • Twilight Watchtower
  • Curse of the Shadow Walkers
  • Mines of Martek
  • Maze of the Minotaur

Beyond those adventures, the rest will be Hard difficulty.

  • Wizard’s Tower
  • The Lost Village
  • Glade of the Unicorn
  • Yuletide Journey
  • Escape from the Ghost Pirates
  • Reign of the Dragon

Which begs the question, what does it mean for an adventure to be Easy, Moderate, or Hard.

Until now, the difficulty of Hero Kids adventures has been a factor of their duration (the number of  encounters) and the challenge posed by the enemies in each encounter.

However, the difficulty of each combat encounter is difficult to calculate, due to the multitude of factors that goes into it:

  • Number of heroes (and which heroes are used)
  • Enemy array for each hero
  • Arrangement of heroes and enemies on the encounter map
  • Hero equipment or advancement.

Those of you who've played any Dungeons & Dragons, will know that there's no easy or reliable way of calculating the strength of a monster, or the strength of a party of adventurers.  And it would be foolish to think that Hero Kids is simple enough to afford a simple calculation.

But Hero Kids is simple enough to estimate encounter difficulty.

To estimate the difficulty of an encounter, we need to establish a baseline.  For this, I propose that the baseline is derived from a single hero, basically factoring in that heroes abilities, armor, and health boxes (but not their Special Action and Bonus Ability).  

Luckily, all heroes use the same rules to calculate their abilities (strength, dexterity, and intelligence), armor, and health.  Heroes have 4 dice to assign to their abilities and armor and they have 3 health.  The 4 dice arranged between abilities and armor reflect a hero's power, and the 3 heath reflects their longevity.  Together, their power and longevity reflect their overall power.  

This gives us a baseline of 12 power (4 times 3) for each hero.

For heroes that use ranged or magic, which cost extra dice to assign, I'm going to assume that their longer ranged attacks (and other abilities) are balanced out by their lower dice of ability dice.  So all heroes have the same 12 power.

Enemies, comparatively, do not follow preset rules for their creation, so their power varies a lot.  But we can use the same rules to estimate their relative power:

For these enemies, we have:

  • Bat: 3 abilities x 1 health = 3 power
  • Pirate Archer: 4 abilities x 2 health = 8 power
  • Giant Rat: 1 abilities x 1 health = 2 power
  • Skeleton Warrior: 4 abilities x 2 health = 8 power

Comparatively, a 'boss' creature is more comparable to a normal hero:

This King Rat is a boss creature, and is the same power as a single hero:

  • King Rat: 4 abilities x 3 health = 12 power

Now that we have a baseline for a creature's power, we can estimate encounter difficulty.

For this, I'm using the following (rough) calculations for the difficulty of each encounter:

  • Easy: 6 power per hero
  • Moderate: 8 power per hero
  • Hard: 10 power per hero

There are several caveats to this estimate.  

First, the bosses clearly outmatch single heroes.  For this, we will rely on the heroes' health potions to give them enough advantage to survive climactic battles.

Second, magic and ranged abilities cost 2 dice, but only give 1 dice for those attacks.  We'll assume that these heroes are roughly the same power as baseline 4 dice ability heroes.

Third, when there are 3 or 4 heroes, their abilities reinforce each other (Teamwork, split attacks, etc), significantly increasing their collective power.  In this case, some increase in the power of enemies can be accommodated.

Let's take a look at a Moderate encounter.  As you recall, this encounter should have 8 power for each hero.


Based on these monsters, the combat has the following difficulty calculations:

  • 1 hero: 6 power (6 power per hero)
  • 2 heroes: 18 power (9 power per hero)
  • 3 heroes: 24 power (8 power per hero)
  • 4 heroes: 36 power (9 power per hero)

As you can see, the exact difficulty varies for each hero due to the granularity of the underlying monsters.  But even with that variation, this encounter generally adheres to the 8 power per hero difficulty expected of a Moderate difficulty adventure.

So there you have it.  Is this workable in practice?  What's your experience been with individual encounter difficulty?  Will this help?  Is it close to 'correct'?

This difficulty calculation revision will be incorporated into all of the Hero Kids adventures over the next few months in the lead up to:

HERO KIDS' 10TH ANNIVERSARY THIS OCTOBER!!!!!!!! 

Check out the Hero Kids Complete Fantasy PDF Bundle at DriveThruRPG

Friday, 8 March 2019

Hero Kids review round-up

No time like the present to scrape the latest Hero Kids reviews for insights.

First, we have an in-depth review of Hero Kids on YouTube:


That review includes an interesting Adventure Blueprint framework to structure adventures for beginner players all the way up to experienced players:


Second, I'm seeing a theme of people using Hero Kids in their 'normal' games, not just with kids:

"Simple, objective, upgradable, replayable, PERFECT! Awesome to play with kids but I cannot deny that I am playing with a group of adult friends and we are having a lot of fun. LOL"

Third, we have lots of feedback from people introing their kids to RPGs with Hero Kids:

"Great product! I was wanting to introduce my 9yo to tabletop RPGs and this was a perfect way. She grasped it quickly and wants to play every weekend now. I will be buying the rest of the modules now I guess! Thanks!"

"This is absolutely fantastic for younger kids getting into rpg's, i started by getting my kids (3, 4 and 8) to choose a hero out of the coloriong book, a separate free download, and got them to color in their heroes as we played (a helpful distraction at times for the younger 2).
I had my 8 year old help the 3 year old at times but he is definitely keen to play more, and all 3 kids already feel a connection to there heroes and each others, (one encounter I may have KO'd one of their heroes causing them to get a little upset....but they worked out they could use a potion on him to get him up again).
Things are easily modifed to suit your needs with age differences etc. and the book has a few tips on running a game with younger players. I'm so glad i found this!"


Fourth, there's several reviews that give specific feedback about using Fire In Rivenshore to teach when it's okay to keep secrets, and when these should be discussed with adults:

"This was a good adventure to work on listening skills - trying to keep a list of tasks and the order she wanted to do them in to help the most people.
It also highlighted that we needed to discuss with her about what is ok to keep secrets about vs things that should be discussed with an adult. Amazing what a 'simple game' can make parents realize :-)"


And this review:

"6.5 year old has very much enjoyed the game - we've played 2 of the adventures so far - one of which we did one evening while on a family vacation - just had printed the adventure beforehand - handful of 6 sided dice and a very compact game to play whereever the desire (or boredom) may strike.
Simple rules, simple math, the adults have had fun, she has had fun.

Works on listening skills, critical thinking, some good math practice for the age group, and at least one of the adventures highlighted a discussion we needed to have on what kinds of things are appropriate for "keeping secrets" vs what should be discussed with an adult."

Fifthly, here's a recent - and lovely - review:

"This is a great system—not only for introducing young kids to RPGs, but also for enabling families with young kids to play RPGs together. The system is simple enough for very young children to be able to play, but has enough detail that older kids can enhance their characters' capabilities as they understand more.

All of the player characters (many fun pregenerated options are included) have a special ability. My kids have latched on to these; each is excited about their character's special strengths and functionality. The enemies also have well-concieved special abilities, so there's some exciting variety in combat even though the combat mechanic is very simple and easy for all to navigate.

The published adventures are a lot of fun, and always include enough detail to help inexperienced DM parents narrate a compelling story for the kids. Of particular note are the maps. They're done simply but very well. They're nice to print out and keep around for reuse in other adventures in other systems.

That's all enough to make this a great system; but to sweeten the deal, the prices are very reasonable."

Finally, let's talk about some criticism:

"The first adventure focuses only on combat, and is incredibly repetitive. Fight a group of rats, then another group of rats, then a third group of rats, then the rats and their king. I'm not adverse to violence (I love intriguing fights), but the system is so simple that the fights become boring very quickly on the one hand, and on the other hand: is this REALLY what RPGs are about? Kill monsters? I think we all know there are about much more than that. They are about the wonder of discovery, the relationship between characters, moral questions and problems, etc. Kids are NOT too young to deal with these issues! By focusing the adventure (and indeed, the core system) only on combat, it diminishes their potential enjoyment of the game."

This is a legitimate criticism of the first adventure; Basement O Rats.  It was the first I ever wrote for Hero Kids, and it is heavily combat-focused.  As this reviewer points out, the adventure includes four combat encounters, and only a couple of exploration elements.  While the side room does include an opportunity for role-playing, it's incumbent of the GM to create and introduce a character here; 'Old man Jenkins'...

The heavy focus on combat for this adventure was intentional, to the extent that anything I wrote that long ago was intentional.  As the intro adventure, I wanted the adventure to focus heavily on the mechanically-codified section of the game, combat, rather that on the more free-form aspects of the game, exploration and role-playing.

With an extra six-year's experience under my belt, Darkness Neath Rivenshore is somewhat of a replacement for Basement O Rats.  

Compared to Basement O Rats, Darkness Neath Rivenshore has:
  • Less combat encounters
  • More variety to the combat encounters
  • Integrated role-playing through the conversations with Emon in the drains
  • Puzzle and exploration elements integrated into the encounters (blocking gates, the spring statue, the cause of the mutations, etc)
  • The option to use the adventure to explore death (from the review "Kids are NOT too young to deal with these issues!")
So, I guess if people don't like Basement O Rats, they should play Darkness Neath Rivenshore as a better representation of the role-playing experience.

And maybe I'll revise Basement O Rats in the future...

By the way, despite that reviewer's criticism, their review is still positive:

"Overall, this is a recommended purchase for any parent who wants to involve his or her kids in RPGs for the first time, but be aware you'll need to do a lot of tweaking to the adventures."

Friday, 1 March 2019

Hero Kids YouTube Actual Play - Darkness Neath Rivenshore

People who've never played RPGs before often ask, "How do you even play Hero Kids?" This is a great question.

So much of playing RPGs is learned through participation and tradition. Which makes it hard for people to get started outside of that tradition.

For those out there who want to know how to play Hero Kids, I recorded a playtest of Darkness Neath Rivenshore with my kids:


This was my first shot at recording video and audio, and comes with a bunch of embarrassing qualifications and apologies.
• The exposure fluctuates a bit at the start, I kept moving the papers.
• I read too much of the adventure text verbatim (when you're running Hero Kids it's best to internalise the gist of the text blocks rather than read them like I did).
• Dash was sniffing at the start (you can see me looking at him sternly)...  :-)
• The video gradually progresses into potato quality as we lost light (it's not terrible, but it's a bit grainy). :-)
• I forgot to use some of the monsters' special abilities...
• Any rules mistakes are all my responsibility.
• The adventure changed slightly after this paytest; I added another puzzle in the encounter with the dire rats.

Friday, 8 February 2019

Playtesting Darkness Neath Rivenshore

Thanks everyone for your feedback around the idea of having a somewhat 'mature' ending for the next Hero Kids adventure: Darkness Neath Rivenshore.


Based on your feedback, I've included the option of having alternate 'rescue' or 'ghost' paths through the adventure:

"This Hero Kids adventure includes two possible endings, one for younger kids, and another for more mature players:
•  Emon is rescued and reunited with his parents
•  Emon is a ghost who died in the well long ago

In the ‘rescue’ ending, the heroes find Emon hiding in the final room, and reunite him with his parents.  In the ‘ghost’ ending, the heroes find Emon’s bones, and take them to the cemetery to bury alongside his family."


In other news; Violet, Dash and I have been playtesting the adventure, and everything's looking great!  Stay tuned!



Check out the Hero Kids Complete Fantasy PDF Bundle at DriveThruRPG

Saturday, 30 July 2016

Monster Compendium Editing...

Spent the week editing the Hero Kids Monster Compendium.  I'm noticing a pattern that little projects develop into big projects...


The compendium is now 120-ish monsters, but also includes details about the monsters, a sprinkling of history, and a boatload of adventure hooks.  As Brian Beniot states:

"From the perspective of a GM, I absolutely love all the hooks you've included in the book.  You could literally flip to any page and run an off-the-cuff adventure off of any one of the hooks provided, so I love the book from that perspective."

The compendium also features an amazing new cover by Eric Quigley:

Tuesday, 10 May 2016

Das Beguiler!

I'm still going on the Hero Kids monster compendium.  Here's something different, the Beguiler (updated version below):


I'm still thinking about the best way to implement the effects of the eye stalks.  Should they all affect the targets for only they next turn?  Should they they have ongoing effects?  Can I find enough space on the card to add this information?  How many effects do they need?

Here's an updated version:


Questions, questions, questions...

Get Hero Kids here: Hero Kids - Fantasy RPG

Friday, 10 July 2015

Playtesting a new Hero Kids adventure...

It's school holidays here in Australia, and Violet and I finally got a chance to playtest the new Hero Kids adventure, 'Wizard's Tower'.  Unfortunately, Dashy's been sick all day, so I took one hero to play along with Violet.


Once we reached the actual tower, Violet and I got smashed by the rickety constructs.  My rogue (Sera) was KO'd and Violet's healer (Hera) was cornered by the crazed automatons.  Violet's quick thinking saved when she healed my character and got me back in the fight, and together we managed to reduce the enemies to splinters!


All in all, the adventure looks good, but I might tweak those constructs to make them slightly more rickety... :-)



Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Friday, 13 December 2013

Playtesting Yuletide Journey with the kids

Just did a playtest of the new Christmas-themed Hero Kids adventure: Yuletide Journey.   Violet took two heroes through the adventure and Dash insisted on coming along. But he's way too young, and wandered off half way through before he did any real damage...


In keeping with the normal polytheistic and pagan setting of Hero Kids, this adventure presents kids with Christmas as a midwinter Yuletide festival, and Santa is taken back to his pagan roots as Odin (who delivers presents for kids who leave out food for Sleipnir, his eight-legged horse).

This adventure is relatively light on combat encounters (there are two), focusing more on role-playing and adventuring.   But it does include two new elf heroes (who will be part of the upcoming Hero Cards III expansion), two new pieces of equipment, and a new monster, the Ettin Brute.




Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Sunday, 19 May 2013

Working on Pets...

I'm currently working on pets to include with the new set of heroes, and they're raised some questions and quandaries!   Simply put, pets can work like extra heroes (with all of the usual actions and abilities) or they can work as an extension of the hero that they 'belong' to.

Here's an example pet that would be an extension of the hero it belongs to:



The reason for the difference between pets with full sets of actions and those that are extensions of their heroes is to do with the 'action economy'.   If the heroes of some players have pets and others don't have pets, then the players whose heroes do have pets will have much more stuff (more actions) they can do on their turn than the other players.   This will make the other players sad.   Which makes me sad.

However, if solo kids are playing with pets, then they would probably prefer to have a full set of actions for both their heroes and their pets...

Dilemma.



Check out Hero Kids and its adventures at DriveThruRPG:

Hero Forge Games at DriveThruRPG

Monday, 29 October 2012

Hero Kids Play Gallery


Hero Kids is done*, so here's a gallery of photos from some of the play sessions.











*Hero Kids will appear at DriveThru RPG any day now, so watch out!