Have Fun with Missions, Visions, and Values

I just spent a lightweight week in Rome with fellow members of Automattic‘s Team Fire.

Among our goals for the week was an attempt to strengthen the definition of who are team are, what we work on, and how and why we do so. That’s basically a team-level identity, mission, vision, and values, right?

In front of the Colosseum in Rome, Dan - wearing a rainbow-striped bandana atop which his sunglasses are perched - takes a selfie. Behind him stand a man with dark hair and a closely-trimmed beard wearing a purple "woo" t-shirt, a woman with long brown hair wearing beads and a multicoloured dress, a man wearing spectacles and a dark t-shirt on which the number "23" can be made out, and a man in sunglasses with a ginger beard, wearing an open blue shirt.
We were missing two members of our team, but one was able to remote-in (the other’s on parental leave!).

Fellow Automattician Ben Dwyer recently wrote about his experience of using a deck of Dixit cards to help his team refine their values in a fun and engaging way. I own a Dixit set, so we decided to give it a go too.

A deck of Dixit cards, bound by a twisted elastic band, sits on a flight itinerary for the journey "LGW to FCO" taking place on May 21, 2023 and costing $367.60.
The cards sat on my ‘plane tickets for a fortnight because it was just about the only way I’d remember to pack them.

Normally when you play Dixit, you select a card from your hand – each shows a unique piece of artwork – and try to describe it in a way that’s precise enough that some of the other players will later be able to pick it out of a line-up, but ambiguous enough that not all the other players will. It’s a delicate balancing act. Even when our old Geek Night was in full swing we didn’t used to play it often because our well-established group’s cornucopia of  in-jokes and references  made it trivially easy to “target” your descriptions at specific players1, but it’s still a solid icebreaker activity.

A trio of Dixit cards within a grid of nine. From left to right, they show: a heart, on fire, beneath a glass jar; a cubbyhole containing childrens' toys; a fairy leaping from a book towards a small person atop a stack of books.
Can you see your team’s values symbolised in any Dixit cards?

Perhaps it was the fantasy artwork that inspired us or maybe it just says something about how my team sees themselves, but what we came up with had a certain… swords-and-sorcery… even Dungeons & Dragons… feel to it.

Partial screenshot from a document entitled "Team Fire". The visible part is titled "Who we are (identity)" and reads:We are a band of brave adventurers who bring light into the wild forests of Extend. We tame the monsters who lurk in the dungeons beneath the Castle of Vendor Experience. The beasts we keep at bay include: PBS, which helps ensure code quality and extension standards compliance; the Vendor Dashboard, haunt of third-party developers, as well as their documentation and analytics platforms; Integrations with Payments Admin, to ensure that treasure is shared, and other tools.
The projects my team are responsible for aren’t actually monsters, but they can be complex, multifaceted, and unintuitive. And have a high AC.

Ou team’s new identity isn’t finalised, but I love the fact that we’ve been able to inject a bit of fun and whimsy into it. At our last draft, my team looks to be defined as comprising:

  • Gareth, level 62 Pathfinder, leading the way through the wilds
  • Bero, Level 5 Battlesmith, currently lost in the void
  • Dan (me!), Level 5 Arcane Trickster, breaking locks and stealing treasure
  • Cem, Level 4 Dragonslayer, smashing doors and bugs alike
  • Lae, Level 7 Pirate, seabound rogue with eyes on the horizon
  • Kyle, Level 5 Apprentice Bard, master of words and magic
  • Simran, Level 6 Apprentice Code Witch, weaving spells from nature

I think that’s pretty awesome.

Footnotes

1 Also: I don’t own any of the expansion packs and playing with the same cards over and over again gets a bit samey.

2 The “levels” are simply the number of years each teammate has been an Automattician, plus one.

In front of the Colosseum in Rome, Dan - wearing a rainbow-striped bandana atop which his sunglasses are perched - takes a selfie. Behind him stand a man with dark hair and a closely-trimmed beard wearing a purple "woo" t-shirt, a woman with long brown hair wearing beads and a multicoloured dress, a man wearing spectacles and a dark t-shirt on which the number "23" can be made out, and a man in sunglasses with a ginger beard, wearing an open blue shirt.× A deck of Dixit cards, bound by a twisted elastic band, sits on a flight itinerary for the journey "LGW to FCO" taking place on May 21, 2023 and costing $367.60.× A trio of Dixit cards within a grid of nine. From left to right, they show: a heart, on fire, beneath a glass jar; a cubbyhole containing childrens' toys; a fairy leaping from a book towards a small person atop a stack of books.× Partial screenshot from a document entitled "Team Fire". The visible part is titled "Who we are (identity)" and reads:We are a band of brave adventurers who bring light into the wild forests of Extend. We tame the monsters who lurk in the dungeons beneath the Castle of Vendor Experience. The beasts we keep at bay include: PBS, which helps ensure code quality and extension standards compliance; the Vendor Dashboard, haunt of third-party developers, as well as their documentation and analytics platforms; Integrations with Payments Admin, to ensure that treasure is shared, and other tools.×

Nightmares & Noggins

Last night I had a nightmare about Dungeons & Dragons. Specifically, about the group I DM for on alternate Fridays.

In their last session the party – somewhat uncharacteristically – latched onto a new primary plot hook rightaway. Instead of rushing off onto some random side quest threw themselves directly into this new mission.

Four humanoid silhouettes fling themselves off the side of a floating city, which is chained to a desert hellscape below.
They flung themselves not only figuratively but also literally into their new quest, leaping from the side of a floating city.

This effectively kicked off a new chapter of their story, so I’ve been doing some prep-work this last week or so. Y’know: making battlemaps, stocking treasure chests with mysterious and powerful magical artefacts, and inventing a plethora of characters for the party to either befriend or kill (or, knowing this party: both).

I also put together a “cut scene” video welcoming the party into this new chapter of their adventure.

Anyway: in the dream, I sat down to complete the prep-work I want to get done before this week’s play session. I re-checked my notes about what the adventurers had gotten up to last time around, and… panicked! I was wrong, they hadn’t thrown themselves off the side of a city floating above the first layer of Hell at all! I’d mis-remembered completely and they’d actually just ventured into a haunted dungeon. I’d been preparing all the wrong things and now there wasn’t time to correct my mistakes!

Screenshot from donjon's "5e Encounter Size Calculator", configured for a party of four 7th-level characters, with an "extra" checkbox (not found in the real application) for "Can the party Turn Undead?" highlighted.
Also in my dream – conveniently for my new “haunted dungeon” environment – my favourite encounter size calculator included a tool to compensate for a player character who can cast Turn Undead, when making an undead encounter.

This is, of course, an example of the “didn’t prepare for the test” trope of dreams. Clearly I’m still feeling underprepared for this week’s game! But probably a bigger reason for the dream, and remembering it, was that I’ve had a cold and kept waking up to cough.

Right, better do a little more prep work!

Four humanoid silhouettes fling themselves off the side of a floating city, which is chained to a desert hellscape below.× Screenshot from donjon's "5e Encounter Size Calculator", configured for a party of four 7th-level characters, with an "extra" checkbox (not found in the real application) for "Can the party Turn Undead?" highlighted.×

Satoru Iwata’s first commercial game has a secret

This article is a repost promoting content originally published elsewhere. See more things Dan's reposted.

Codex (YouTube)

This was a delightful vlog. It really adds personality to what might otherwise have been a story only about technology and history.

I subscribed to Codex’s vlog like… four years ago? He went dark soon afterwards, but thanks to the magic of RSS, I got notified as soon as he came back from his hiatus.

Sisyphus: The Board Game (Digital Edition)

I’m off work sick today: it’s just a cold, but it’s had a damn good go at wrecking my lungs and I feel pretty lousy. You know how when you’ve got too much of a brain-fog to trust yourself with production systems but you still want to write code (or is that just me?), so this morning I threw together a really, really stupid project which you can play online here.

Screenshot showing Sisyphus carrying a rock up a long numbered gameboard; he's on square 993 out of 1000, but (according to the rules printed below the board) he needs to land on 1000 exactly and never roll a double-1 or else he returns to the start.
It’s a board game. Well, the digital edition of one. Also, it’s not very good.

It’s inspired by a toot by Mason”Tailsteak” Williams (whom I’ve mentioned before once or twice). At first I thought I’d try to calculate the odds of winning at his proposed game, or how many times one might expect to play before winning, but I haven’t the brainpower for that in my snot-addled brain. So instead I threw together a terrible, terrible digital implementation.

Go play it if, like me, you’ve got nothing smarter that your brain can be doing today.

All the game descriptions from the sale

This article is a repost promoting content originally published elsewhere. See more things Dan's reposted.

Video game poster for "It's Probably Fine", showing a woman driving with red and blue lights behind her.

You’ve got 37 unpaid parking tickets. You just got pulled over for speeding. In your defense, you were texting your sister about how drunk you are. Plus there’s all that blood on your windshield. Obviously you know it’s deer blood, but the police officers walking toward your vehicle don’t. Still, in the time it takes them to figure that out, maybe you’ll sober up. Or escape on foot! Either way, it’ll probably be fine.

User Tags: Poor Choices / Story Rich / Multiple Endings / Parkour

Video game poster for Dead Seagull Zoo Magnate, showing dead seagulls in a cartoony style.

Collect dead seagulls and build a zoo to house them all. Beautify the zoo with artistic flair and deodorizing sprays. Design creative group promotions to stir up interest! Is that a customer? You’d better hope it’s not the owner of the live seagull zoo down the street, because he’s probably got some questions.

User Tags: Hard Work / Supply / Demand / Diseases & Parasites

Claire Hummel produced fake video game art for the Steam Summer Sale, which was already excellent, but when @g-a-y-g-o-y-l-e reblogged, asking for more context, Claire delivered and then some. Every single one of these “game descriptions” is a special kind of comedy gold… and yet somehow believable from the store that sells us Dream Daddy, IKEA VR Pancake Kitchen, Organ Trail, Oh… Sir!! The Insult Simulator, and Goat Simulator (all of which I own copies of). Go read the full list.

Video game poster for "It's Probably Fine", showing a woman driving with red and blue lights behind her.× Video game poster for Dead Seagull Zoo Magnate, showing dead seagulls in a cartoony style.×

Beating Children at Mastermind

This blog post is also available as a video. Would you prefer to watch/listen to me tell you about how I’ve implemented a tool to help me beat the kids when we play Mastermind?

I swear that I used to be good at Mastermind when I was a kid. But now, when it’s my turn to break the code that one of our kids has chosen, I fail more often than I succeed. That’s no good!

Black, white, brown, blue, green, orange and yellow Mastermind pegs in a disordered heap.
If you didn’t have me pegged as a board gamer… where the hell have you been?

Mastermind and me

Maybe it’s because I’m distracted; multitasking doesn’t help problem-solving. Or it’s because we’re “Super” Mastermind, which differs from the one I had as a child in that eight (not six) peg colours are available and secret codes are permitted to have duplicate peg colours. These changes increase the possible permutations from 360 to 4,096, but the number of guesses allowed only goes up from 8 to 10. That’s hard.

A plastic Mastermind board in brown and green; it has twelve spots for guessing and shows six coloured pegs. The game has been won on the sixth guess.
The set I had as a kid was like this, I think. Photo courtesy ZeroOne; CC-BY-SA license.

Or maybe it’s just that I’ve gotten lazy and I’m now more-likely to try to “solve” a puzzle using a computer to try to crack a code using my brain alone. See for example my efforts to determine the hardest hangman words and make an adverserial hangman game, to generate solvable puzzles for my lock puzzle game, to cheat at online jigsaws, or to balance my D&D-themed Wordle clone.

Hey, that’s an idea. Let’s crack the code… by writing some code!

Screenshot showing Mastermind game from WebGamesOnline.com. Seven guesses have been made, each using only one colour for each of the four pegs, and no guesses are corect; only red pegs have never been guessed.
This online edition plays a lot like the version our kids play, although the peg colours are different. Next guess should be an easy solve!

Representing a search space

The search space for Super Mastermind isn’t enormous, and it lends itself to some highly-efficient computerised storage.

There are 8 different colours of peg. We can express these colours as a number between 0 and 7, in three bits of binary, like this:

Decimal Binary Colour
0 000 Red
1 001 Orange
2 010 Yellow
3 011 Green
4 100 Blue
5 101 Pink
6 110 Purple
7 111 White

There are four pegs in a row, so we can express any given combination of coloured pegs as a 12-bit binary number. E.g. 100 110 111 010 would represent the permutation blue (100), purple (110), white (111), yellow (010). The total search space, therefore, is the range of numbers from 000000000000 through 111111111111… that is: decimal 0 through 4,095:

Decimal Binary Colours
0 000000000000 Red, red, red, red
1 000000000001 Red, red, red, orange
2 000000000010 Red, red, red, yellow
…………
4092 111111111100 White, white, white, blue
4093 111111111101 White, white, white, pink
4094 111111111110 White, white, white, purple
4095 111111111111 White, white, white, white

Whenever we make a guess, we get feedback in the form of two variables: each peg that is in the right place is a bull; each that represents a peg in the secret code but isn’t in the right place is a cow (the names come from Mastermind’s precursor, Bulls & Cows). Four bulls would be an immediate win (lucky!), any other combination of bulls and cows is still valuable information. Even a zero-score guess is valuable- potentially very valuable! – because it tells the player that none of the pegs they’ve guessed appear in the secret code.

A plastic Mastermind board in blue and yellow with ten guess spaces and eight pegs. The sixth guess is unscored but looks likely to be the valid solution.
If one of Wordle‘s parents was Scrabble, then this was the other. Just ask its Auntie Twitter.

Solving with Javascript

The latest versions of Javascript support binary literals and bitwise operations, so we can encode and decode between arrays of four coloured pegs (numbers 0-7) and the number 0-4,095 representing the guess as shown below. Decoding uses an AND bitmask to filter to the requisite digits then divides by the order of magnitude. Encoding is just a reduce function that bitshift-concatenates the numbers together.

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/**
 * Decode a candidate into four peg values by using binary bitwise operations.
 */
function decodeCandidate(candidate){
  return [
    (candidate & 0b111000000000) / 0b001000000000,
    (candidate & 0b000111000000) / 0b000001000000,
    (candidate & 0b000000111000) / 0b000000001000,
    (candidate & 0b000000000111) / 0b000000000001
  ];
}

/**
 * Given an array of four integers (0-7) to represent the pegs, in order, returns a single-number
 * candidate representation.
 */
function encodeCandidate(pegs) {
  return pegs.reduce((a, b)=>(a << 3) + b);
}

With this, we can simply:

  1. Produce a list of candidate solutions (an array containing numbers 0 through 4,095).
  2. Choose one candidate, use it as a guess, and ask the code-maker how it scores.
  3. Eliminate from the candidate solutions list all solutions that would not score the same number of bulls and cows for the guess that was made.
  4. Repeat from step #2 until you win.

Step 3’s the most important one there. Given a function getScore( solution, guess ) which returns an array of [ bulls, cows ] a given guess would score if faced with a specific solution, that code would look like this (I’m convined there must be a more-performant way to eliminate candidates from the list with XOR bitmasks, but I haven’t worked out what it is yet):

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/**
 * Given a guess (array of four integers from 0-7 to represent the pegs, in order) and the number
 * of bulls (number of pegs in the guess that are in the right place) and cows (number of pegs in the
 * guess that are correct but in the wrong place), eliminates from the candidates array all guesses
 * invalidated by this result. Return true if successful, false otherwise.
 */
function eliminateCandidates(guess, bulls, cows){
  const newCandidatesList = data.candidates.filter(candidate=>{
    const score = getScore(candidate, guess);
    return (score[0] == bulls) && (score[1] == cows);
  });
  if(newCandidatesList.length == 0) {
    alert('That response would reduce the candidate list to zero.');
    return false;
  }
  data.candidates = newCandidatesList;
  chooseNextGuess();
  return true;
}

I continued in this fashion to write a full solution (source code). It uses ReefJS for component rendering and state management, and you can try it for yourself right in your web browser. If you play against the online version I mentioned you’ll need to transpose the colours in your head: the physical version I play with the kids has pink and purple pegs, but the online one replaces these with brown and black.

Testing the solution

Let’s try it out against the online version:

As expected, my code works well-enough to win the game every time I’ve tried, both against computerised and in-person opponents. So – unless you’ve been actively thinking about the specifics of the algorithm I’ve employed – it might surprise you to discover that… my solution is very-much a suboptimal one!

A young boy sits cross-legged on the floor, grinning excitedly at a Mastermind board (from the code-maker's side).
My code has only failed to win a single game… and that turned out to because my opponent, playing overexcitedly, cheated in the third turn. To be fair, my code didn’t lose either, though: it identified that a mistake must have been made and we declared the round void when we identified the problem.

My solution is suboptimal

A couple of games in, the suboptimality of my solution became pretty visible. Sure, it still won every game, but it was a blunt instrument, and anybody who’s seriously thought about games like this can tell you why. You know how when you play e.g. Wordle (but not in “hard mode”) you sometimes want to type in a word that can’t possibly be the solution because it’s the best way to rule in (or out) certain key letters? This kind of strategic search space bisection reduces the mean number of guesses you need to solve the puzzle, and the same’s true in Mastermind. But because my solver will only propose guesses from the list of candidate solutions, it can’t make this kind of improvement.

Animation showing how three clues alone are sufficient to derive a unique answer from the search space of the original "break into us" lock puzzle.
My blog post about Break Into Us used a series of visual metaphors to show search space dissection, including this one. If you missed it, it might be worth reading.

Search space bisection is also used in my adverserial hangman game, but in this case the aim is to split the search space in such a way that no matter what guess a player makes, they always find themselves in the larger remaining portion of the search space, to maximise the number of guesses they have to make. Y’know, because it’s evil.

Screenshot showing a single guess row from Online Mastermind, with the guess Red, Red, Green, Green.
A great first guess, assuming you’re playing against a random code and your rules permit the code to have repeated colours, is a “1122” pattern.

There are mathematically-derived heuristics to optimise Mastermind strategy. The first of these came from none other than Donald Knuth (legend of computer science, mathematics, and pipe organs) back in 1977. His solution, published at probably the height of the game’s popularity in the amazingly-named Journal of Recreational Mathematics, guarantees a solution to the six-colour version of the game within five guesses. Ville [2013] solved an optimal solution for a seven-colour variant, but demonstrated how rapidly the tree of possible moves grows and the need for early pruning – even with powerful modern computers – to conserve memory. It’s a very enjoyable and readable paper.

But for my purposes, it’s unnecessary. My solver routinely wins within six, maybe seven guesses, and by nonchalantly glancing at my phone in-between my guesses I can now reliably guess our children’s codes quickly and easily. In the end, that’s what this was all about.

Black, white, brown, blue, green, orange and yellow Mastermind pegs in a disordered heap.× A plastic Mastermind board in brown and green; it has twelve spots for guessing and shows six coloured pegs. The game has been won on the sixth guess.× Screenshot showing Mastermind game from WebGamesOnline.com. Seven guesses have been made, each using only one colour for each of the four pegs, and no guesses are corect; only red pegs have never been guessed.× A plastic Mastermind board in blue and yellow with ten guess spaces and eight pegs. The sixth guess is unscored but looks likely to be the valid solution.× A young boy sits cross-legged on the floor, grinning excitedly at a Mastermind board (from the code-maker's side).× Screenshot showing a single guess row from Online Mastermind, with the guess Red, Red, Green, Green.×

Printing Maps from Dungeondraft

I really love Dungeondraft, an RPG battle map generator. It’s got great compatibility with online platforms like Foundry VTT and Roll20, but if you’re looking to make maps for tabletop play, there’s a few tips I can share:

Screenshot showing Dungeondraft being used to edit a circular tower. The Export window is visible.
Tabletop players can’t zoom in and will appreciate you printing with good contrast.

Planning and designing

Dungeondraft has (or can be extended with) features to support light levels and shadow-casting obstructions, openable doors and windows, line-of sight etc… great to have when you’re building for Internet-enabled tabletops, but pointless when you’re planning to print out your map! Instead:

  • Think about scale: I’m printing to A4 sheets and using inch-size squares, so every 11 x 8 squares equates to one sheet of paper. Knowing this, I can multiply-up to a whole number of sheets of paper and this informs my decisions about how to best make use of the maps (and what will and won’t fit on my dining table!).
  • Focus on legibility: Your printer probably won’t have the same kind of resolution as your screen, and your players can’t “zoom in” to get details. Play with the grid styles (under Map Settings) to find what works best for you, and try not to clash with your floor patterns. If you’re printing in monochrome, use the “Printer-Friendly” camera filter (also under Map Settings, or in the Export Options dialog) to convert to gorgeous line-art. Make sure critical elements have sufficient contrast that they’ll stand out when printed or your players might walk right over that chest, campfire, or bookshelf.
  • Think about exposure: You don’t get digital “fog of war” on the tabletop! Think about how you’re going to reveal the map to your players: plan to print in multiple sections to put together, jigsaw style, or have card to “cover” bits of the map. Think about how the tool can help you here: e.g. if you’ve got multiple buildings the players can explore, use a higher “level” or roof layer to put roofs on your buildings, then print the relevant parts of that level separately: now you’ve got a thematic cover-up that you can remove to show the insides of the building. Go the other way around for secret doors: print the empty wall on your main map (so players can’t infer the location of the secret door by the inclusion of a cover-up) and the secret door/passage on the overlay, so you can stick it onto the map when they find it.
Monochrome map showing a crane tower and attached dwelling.
If you’re printing in black and white, line art can be a gorgeous look.

Printing it out

There’s no “print” option in Dungeondraft, so – especially if your map spans multiple “pages” – you’ll need a multi-step process to printing it out. With a little practice, it’s not too hard or time-consuming, though:

Screenshot showing a cavern map in Gimp, with the Export Image dialog open and PDF selected as the output format.
Gimp makes light work of converting a PNG into a PDF.

Export your map (level by level) from Dungeondraft as PNG files. The default settings are fine, but pay attention to the “Overlay level” setting if you’re using smart or complex cover-ups as described above.

To easily spread your map across multiple pages, you’ll need to convert it to a PDF. I’m using Gimp to do this. Simply open the PNG in Gimp, make any post-processing/last minute changes that you couldn’t manage in Dungeondraft, then click File > Export As… and change the filename to have a .pdf extension. You could print directly from Gimp, but in my experience PDF reader software does a much better job at multi-page printing.

Foxit print dialog showing a preview of a map printed across 6 sheets of A4 paper.
Check the print preview before you click the button!

Open your PDF in an appropriate reader application with good print management. I’m using Foxit, which is… okay? Print it, selecting “tile large pages” to tell it to print across multiple sheets. Assuming you’ve produced a map an appropriate size for your printer’s margins, your preview should be perfect. If not, you can get away with reducing the zoom level by up to a percent or two without causing trouble for your miniatures. If you’d like the page breaks to occur at specific places (for exposure/reveal reasons), go back to Gimp and pad one side of the image by increasing the canvas size.

Check the level of “overlap” specified: I like to keep mine low and use the print margins as the overlapping part of my maps when I tape them together, but you’ll want to see how your printer behaves and adapt accordingly.

Multiple sheets of A4 paper joined with a slight overlap by long strips of sticky tape.
The overlap provides stability, rigidity, and an explanation as to exactly what that character tripped over when they rolled a critical fail on a DEX check.

If you’re sticking together multiple pages to make a single large map, trim off the bottom and right margins of each page: if you printed with cut marks, this is easy enough even without a guillotine. Then tape them together on the underside, taking care to line-up the features on the map (it’s not just your players who’ll appreciate a good, visible grid: it’s useful when lining-up your printouts to stick, too!).

I keep my maps rolled-up in a box. If you do this too, just be ready with some paperweights to keep the edges from curling when you unfurl them across your gaming table. Or cut into separate rooms and mount to stiff card for that “jigsaw” effect! Whatever works best for you!

Miniatures on a cave map, with the D&D Player's Handbook acting as a paperweight.
Any hefty tome, e.g. the 5e Player’s Handbook, can act as a paperweight.
Screenshot showing Dungeondraft being used to edit a circular tower. The Export window is visible.× Monochrome map showing a crane tower and attached dwelling.× Screenshot showing a cavern map in Gimp, with the Export Image dialog open and PDF selected as the output format.× Foxit print dialog showing a preview of a map printed across 6 sheets of A4 paper.× Multiple sheets of A4 paper joined with a slight overlap by long strips of sticky tape.× Miniatures on a cave map, with the D&D Player's Handbook acting as a paperweight.×

DNDle (Wordle, but with D&D monster stats)

Don’t have time to read? Just start playing:

Play DNDle

There’s a Wordle clone for everybody

Am I too late to get onto the “making Wordle clones” bandwagon? Probably; there are quite a few now, including:

Screenshot showing a WhatsApp conversation. Somebody shares a Wordle-like "solution" board but it's got six columns, not five. A second person comments "Hang on a minute... that's not Wordle!"
I’m sure that by now all your social feeds are full of people playing Wordle. But the cool nerds are playing something new…

Now, a Wordle clone for D&D players!

But you know what hasn’t been seen before today? A Wordle clone where you have to guess a creature from the Dungeons & Dragons (5e) Monster Manual by putting numeric values into a character sheet (STR, DEX, CON, INT, WIS, CHA):

Screenshot of DNDle, showing two guesses made already.
Just because nobody’s asking for a game doesn’t mean you shouldn’t make it anyway.

What are you waiting for: go give DNDle a try (I pronounce it “dindle”, but you can pronounce it however you like). A new monster appears at 10:00 UTC each day.

And because it’s me, of course it’s open source and works offline.

The boring techy bit

  • Like Wordle, everything happens in your browser: this is a “backendless” web application.
  • I’ve used ReefJS for state management, because I wanted something I could throw together quickly but I didn’t want to drown myself (or my players) in a heavyweight monster library. If you’ve not used Reef before, you should give it a go: it’s basically like React but a tenth of the footprint.
  • A cache-first/background-updating service worker means that it can run completely offline: you can install it to your homescreen in the same way as Wordle, but once you’ve visited it once it can work indefinitely even if you never go online again.
  • I don’t like to use a buildchain that’s any more-complicated than is absolutely necessary, so the only development dependency is rollup. It resolves my import statements and bundles a single JS file for the browser.
Screenshot showing a WhatsApp conversation. Somebody shares a Wordle-like "solution" board but it's got six columns, not five. A second person comments "Hang on a minute... that's not Wordle!"×

Taking a Jackbox Zoom Party to the Next Level

A love a good Jackbox Game. There’s nothing quite like sitting around the living room playing Drawful, Champ’d Up, Job Job, Trivia Murder Party, or Patently Stupid. But nowadays getting together in the same place isn’t as easy as it used to be, and as often as not I find my Jackbox gaming with friends or coworkers takes place over Zoom, Around, Google Meet or Discord.

There’s lots of guides to doing this – even an official one! – but they all miss a few pro tips that I think can turn a good party into a great party. Get all of this set up before your guests are due to arrive to make yourself look like a super-prepared digital party master.

1. Use two computers!

Two laptops: one showing a full-screen Zoom chat with Dan and "Jackbox Games"; the second showing a windowed copy of Jackbox Party Pack 8.
You can use more than two, but two should be considered the minimum for the host.

Using one computer for your video call and a second one to host the game (in addition to the device you’re using to play the games, which could be your phone) is really helpful for several reasons:

  • You can keep your video chat full-screen without the game window getting in the way, letting you spend more time focussed on your friends.
  • Your view of the main screen can be through the same screen-share that everybody else sees, helping you diagnose problems. It also means you experience similar video lag to everybody else, keeping things fair!
  • You can shunt the second computer into a breakout room, giving your guests the freedom to hop in and out of a “social” space and a “gaming” space at will. (You can even set up further computers and have multiple different “game rooms” running at the same time!)

2. Check the volume

3.5mm adapter plugged into the headphone port on a laptop.
Plugging an adapter into the headphone port tricks the computer into thinking some headphones are plugged in without actually needing the headphones quietly buzzing away on your desk.

Connect some headphones to the computer that’s running the game (or set up a virtual audio output device if you’re feeling more technical). This means you can still have the game play sounds and transmit them over Zoom, but you’ll only hear the sounds that come through the screen share, not the sounds that come through the second computer too.

That’s helpful, because (a) it means you don’t get feedback or have to put up with an echo at your end, and (b) it means you’ll be hearing the game exactly the same as your guests hear it, allowing you to easily tweak the volume to a level that allows for conversation over it.

3. Optimise the game settings

Jackbox games were designed first and foremost for sofa gaming, and playing with friends over the Internet benefits from a couple of changes to the default settings.

Sometimes the settings can be found in the main menu of a party pack, and sometimes they’re buried in the game itself, so do your research and know your way around before your party starts.

Jackbox settings screen showing Master Volume at 20%, Music Volume at 50%, and Full-screen Mode disabled

Turn the volume down, especially the volume of the music, so you can have a conversation over the game. I’d also recommend disabling Full-screen Mode: this reduces the resolution of the game, meaning there’s less data for your video-conferencing software to stream, and makes it easier to set up screen sharing without switching back and forth between your applications (see below).

Jackbox accessibility settings: Subtitles, Motion Sensitivity, and Extended Timers are turned on.
Turning on the Motion Sensitivity or Reduce Background Animations option if your game has it means there’ll be less movement in the background of the game. This can really help with the video compression used in videoconferencing software, meaning players on lower-speed connections are less-likely to experience lag or “blockiness” in busy scenes.

It’s worth considering turning Subtitles on so that guests can work out what word they missed (which for the trivia games can be a big deal). Depending on your group, Extended Timers is worth considering too: the lag introduced by videoconferencing can frustrate players who submit answers at the last second only to discover that – after transmission delays – they missed the window! Extended Timers don’t solve that, but they do mean that such players are less-likely to end up waiting to the last second in the first place.

Jackbox game content settings; "Filter US-centric content" is switched on.
Finally: unless the vast majority or all of your guests are in the USA, you might like to flip the Filter US-Centric Content switch so that you don’t get a bunch of people scratching their heads over a cultural reference that they just don’t get.

By the way, you can use your cursor keys and enter to operate Jackbox games menus, which is usually easier than fiddling with a mouse.

4. Optimise Zoom’s settings

MacOS desktop showing a Jackbox game running and Zoom being configured to show a "portion of screen".
A few quick tweaks to your settings can make all the difference to how great the game looks.

Whatever videoconferencing platform you’re using, the settings for screen sharing are usually broadly similar. I suggest:

  • Make sure you’ve ticked “Share sound” or a similar setting that broadcasts the game’s audio: in some games, this is crucial; in others, it’s nice-to-have. Use your other computer to test how it sounds and tweak the volume accordingly.
  • Check “Optimize for video clip”; this hints to your videoconferencing software that all parts of the content could be moving at once so it can use the same kind of codec it would for sending video of your face. The alternative assumes that most of the screen will stay static (because it’s the desktop, the background of your slides, or whatever), which works better with a different kind of codec.
  • Use “Portion of Screen” sharing rather than selecting the application. This ensures that you can select just the parts of the application that have content in, and not “black bars”, window chrome and the like, which looks more-professional as well as sending less data over the connection.
  • If your platform allows it, consider making the mouse cursor invisible in the shared content: this means that you won’t end up with an annoying cursor sitting in the middle of the screen and getting in the way of text, and makes menu operation look slicker if you end up using the mouse instead of the keyboard for some reason.

Don’t forget to shut down any software that might “pop up” notifications: chat applications, your email client, etc.: the last thing you want is somebody to send you a naughty picture over WhatsApp and the desktop client to show it to everybody else in your party!

Two laptops: one showing a full-screen Zoom chat with Dan and "Jackbox Games"; the second showing a windowed copy of Jackbox Party Pack 8.× 3.5mm adapter plugged into the headphone port on a laptop.× MacOS desktop showing a Jackbox game running and Zoom being configured to show a "portion of screen".× Jackbox settings screen showing Master Volume at 20%, Music Volume at 50%, and Full-screen Mode disabled× Jackbox accessibility settings: Subtitles, Motion Sensitivity, and Extended Timers are turned on.× Jackbox game content settings; "Filter US-centric content" is switched on.×

Tick Tock

Looking for something with an “escape room” vibe for our date night this week, Ruth and I tried Tick Tock: A Tale for Two, a multiplayer simultaneous cooperative play game for two people, produced by Other Tales Interactive. It was amazing and I’d highly recommend it.

Tick Tock screenshot showing a mysterious machine with many buttons. The machine is switched on and the screen shows a wolf's head and the number "-2". The buttons show a bug, an hourglass, a snake, a wolf's head, a keyhole, a cog, a raven, a doll, and a section of railway track.
If you enjoyed the puzzles of Myst but you only want to spend about an hour, not the rest of your life, solving then, this might be the game for you.

The game’s available on a variety of platforms: Windows, Mac, Android, iOS, and Nintendo Switch. We opted for the Android version because, thanks to Google Play Family Library, this meant we only had to buy one copy  (you need it installed on both devices you’re playing it on, although both devices don’t have to be of the same type: you could use an iPhone and a Nintendo Switch for example).

Screenshot from Tick Tock: an old-fashioned wireless radio set produces a scramble of letters in the air.
I can’t read that text. But if I could, it still wouldn’t make much sense without my partner’s input.

The really clever bit from a technical perspective is that the two devices don’t communicate with one another. You could put your devices in flight mode and this game would still work just fine! Instead, the gameplay functions by, at any given time, giving you either (a) a puzzle for which the other person’s device will provide the solution, or (b) a puzzle that you both share, but for which each device only gives you half of the clues you need. By working as a team and communicating effectively (think Keep Talking and Nobody Explodes but without the time pressure), you and your partner will solve the puzzles and progress the plot.

(We’re purists for this kind of puzzle game so we didn’t look at one another’s screens, but I can see how it’d be tempting to “cheat” in this way, especially given that even the guys in the trailer do so!)

Nopepad showing handwritten notes including: "Ticket stub 00067", "Clock shop open 18th", and "Set clock 12".
You could probably play successfully without keeping notes, but we opted to grab a pad and pen at one point.

The puzzles start easy enough, to the extent that we were worried that the entire experience might not be challenging for us. But the second of the three acts proved us wrong and we had to step up our communication and coordination, and the final act had one puzzle that had us scratching our heads for some time! Quite an enjoyable difficulty curve, but still balanced to make sure that we got to a solution, together, in the end. That’s a hard thing to achieve in a game, and deserves praise.

Tick Tock screenshot: among other documents, we examine a schematic for the construction of a mechanical raven's wing.
The art style and user interface is simple and intuitive, leaving you to focus on the puzzles.

The plot is a little abstract at times and it’s hard to work out exactly what role we, the protagonists, play until right at the end. That’s a bit of a shame, but not in itself a reason to reject this wonderful gem of a game. We spent 72 minutes playing it, although that includes a break in the middle to eat a delivery curry.

If you’re looking for something a bit different for a quiet night in with somebody special, it’s well worth a look.

Tick Tock screenshot showing a mysterious machine with many buttons. The machine is switched on and the screen shows a wolf's head and the number "-2". The buttons show a bug, an hourglass, a snake, a wolf's head, a keyhole, a cog, a raven, a doll, and a section of railway track.× Screenshot from Tick Tock: an old-fashioned wireless radio set produces a scramble of letters in the air.× Nopepad showing handwritten notes including: "Ticket stub 00067", "Clock shop open 18th", and "Set clock 12".× Tick Tock screenshot: among other documents, we examine a schematic for the construction of a mechanical raven's wing.×

Twinebook – Printable Interactive Fiction

Twine 2 is a popular tool for making hypertext interactive fiction, but there’s something about physical printed “choose your own adventure”-style gamebooks that isn’t quite replicated when you’re playing on the Web. Maybe it’s the experience of keeping your finger in a page break to facilitate a “save point” for when you inevitably have to backtrack and try again?

Annabe enjoying Choose Your Own (Minecraft) Story books.
These are the first branching novels I’ve introduced her to for which she’s felt the need to take notes.

As a medium for interactive adventures, paper isn’t dead! Our 7-year-old is currently tackling the second part of a series of books by John Diary, the latest part of which was only published in December! But I worry that authors of printed interactive fiction might have a harder time than those producing hypertext versions. Keeping track of all of your cross-references and routes is harder than writing linear fiction, and in the hypertext

Hand-written note showing branching path story plan, from John Diary's Twitter.
John Diary tweeted about his process back in 2017 and it looks… more manual than I’d want.

Twinebook

So I’ve thrown together Twinebook, an experimental/prototype tool which aims to bring the feature-rich toolset of Twine to authors of paper-based interactive fiction. Simply: you upload your compiled Twine HTML to Twinebook and it gives you a printable PDF file, replacing the hyperlinks with references in the style of “turn to 27” to instruct the player where to go next. By default, the passages are all scrambled to keep it interesting, but with the starting passage in position 1… but it’s possible to override this for specific passages to facilitate puzzles that require flipping to specific numbered passages.

Thumb in the page of a Sorcery choose-your-own-adventure gamebook.
In some adventure games, keeping your thumb in the page feels like it’s essential.

Obviously, it doesn’t work with any kind of “advanced” Twine game – anything that makes use of variables, Javascript, etc., for example! – unless you can think of a way to translate these into the written word… which is certainly possible – see Fighting Fantasy‘s skill, stamina, luck and dice-rolling mechanics, for example! – but whether it’s desirable is up to individual authors.

If this tool is valuable to anybody, that’s great! Naturally I’ve open-sourced the whole thing so others can expand on it if they like. If you find it useful, let me know.

Twine screenshot showing many branching paths of the game "Inpatient".
Mapping a complex piece of interactive fiction is a job for a computer, not a human.

If you’re interested in the possibility of using Twine to streamline the production of printable interactive fiction, give my Twinebook prototype a try and let me know what you think.

Annabe enjoying Choose Your Own (Minecraft) Story books.× Thumb in the page of a Sorcery choose-your-own-adventure gamebook.× Twine screenshot showing many branching paths of the game "Inpatient".×

The Ballad of John Crawford

Following the success of our last game of Dialect the previous month and once again in a one-week hiatus of our usual Friday Dungeons & Dragons game, I hosted a second remote game of this strange “soft” RPG with linguistics and improv drama elements.

Thieves’ Cant

Our backdrop to this story was Portsmouth in 1834, where we were part of a group – the Gunwharf Ants – who worked as stevedores and made our living (on top of the abysmal wages for manual handling) through the criminal pursuit of “skimming a little off the top” of the bulk-break cargo we moved between ships and onto and off the canal. These stolen goods would be hidden in the basement of nearby pub The Duke of Wellington until they could be safely fenced, and this often-lucrative enterprise made us the envy of many of the docklands’ other criminal gangs.

I played Katie – “Kegs” to her friends – the proprietor of the Duke (since her husband’s death) and matriarch of the group. I was joined by Nuek (Alec), a Scandinavian friend with a wealth of criminal experience, John “Tuck” Crawford (Matt), adoptee of the gang and our aspiring quartermaster, and “Yellow” Mathias Hammond (Simon), a navy deserter who consistently delivers better than he expects to.

Thieves' Cant tableau at the end of a game of Dialect, with cards strewn around the table.
Our second tableau was somehow more-chaotic than the first, even after I accidentally removed several cards before taking this picture!

While each of us had our stories and some beautiful and hilarious moments, I felt that we all quickly converged on the idea that the principal storyline in our isolation was that of young Tuck. The first act was dominated by his efforts to proof himself to the gang, and – with a little snuff – shake off his reputation as the “kid” of the group and gain acceptance amongst his peers. His chance to prove himself with a caper aboard the Queen Anne went proper merry though after she turned up tin-ful and he found himself kept in a second-place position for years longer. Tuck – and Yellow – got proofed eventually, but the extra time spent living hand-to-mouth might have been what first planted the seed of charity in the young man’s head, and kept most of his numbers out of his pocket and into those of the families he supported in the St. Stevens area.

The second act turned political, as Spiky Dave, leader of the competing gang The Barbados Boys, based over Gosport way, offered a truce between the two rivals in exchange for sharing the manpower – and profits – of a big job against a ship from South Africa… with a case of diamonds aboard. Disagreements over the deal undermined Kegs’ authority over the Ants, but despite their March it went ahead anyway and the job was a success. Except… Spiky Dave kept more than his share of the loot, and agreed to share what was promised only in exchange for the surrender of the Ants and their territory to his gang’s rulership.

We returned to interpersonal drama in the third act as Katie – tired of the gang wars and feeling her age – took perhaps more than her fair share of the barrel (the gang’s shared social care fund) and bought herself clearance to leave aboard a ship to a beachside retirement in Jamaica. She gave up her stake in the future of the gang and shrugged off their challenges in exchange for a quiet life, leaving Nuek as the senior remaining leader of the group… but Tuck the owner of the Duke of Wellington. The gang split into those that integrated with their rivals and those that went their separate ways… and their curious pidgin dissolved with them. Well, except for a few terms which hung on in dockside gang chatter, screeched amongst the gulls of Portsmouth without knowing their significance, for years to come.

Crop from Fine View of 1798 The Gunwharf Portsmouth Dockyard by E G Burrows

Playing Out

Despite being fundamentally the same game and a similar setting to when we played The Outpost the previous month, this game felt very different. Dialect is versatile enough that it can be used to write… adventures, coming-of-age tales, rags-to-riches stories, a comedies, horror, romance… and unless the tone is explicitly set out at the start then it’ll (hopefully) settle somewhere mutually-acceptable to all of the players. But with a new game, new setting, and new players, it’s inevitable that a different kind of story will be told.

But more than that, the backdrop itself impacted on the tale we wove. On Mars, we were physically isolated from the rest of humankind and living in an environment in which the necessities of a new lifestyle and society necessitates new language. But the isolation of criminal gangs in Portsmouth docklands in the late Georgian era is a very different kind: it’s a partial isolation, imposed (where it is) by its members and to a lesser extent by the society around them. Which meant that while their language was still a defining aspect of their isolation, it also felt more-artificial; deliberately so, because those who developed it did so specifically in order to communicate surreptitiously… and, we discovered, to encode their group’s identity into their pidgin.

Prison Hulks in Portsmouth Harbour by Ambrose-Louis Garneray

While our first game of Dialect felt like the language lead the story, this second game felt more like the language and the story co-evolved but were mostly unrelated. That’s not necessarily a problem, and I think we all had fun, but it wasn’t what we expected. I’m glad this wasn’t our first experience of Dialect, because if it were I think it might have tainted our understanding of what the game can be.

As with The Outpost, we found that some of the concepts we came up with didn’t see much use: on Mars, the concept of fibs was rooted in a history of of how our medical records were linked to one another (for e.g. transplant compatibility), but aside from our shared understanding of the background of the word this storyline didn’t really come up. Similarly, in Thieves Cant’ we developed a background about the (vegan!) roots of our gang’s ethics, but it barely got used as more than conversational flavour. In both cases I’ve wondered, after the fact, whether a “flashback” scene framed from one of our prompts might have helped solidify the concept. But I’m also not sure whether or not such a thing would be necessary. We seemed to collectively latch onto a story hook – this time around, centred around Matt’s character John Crawford’s life and our influences on it – and it played out fine.

And hey; nobody died before the epilogue, this time!

I’m looking forward to another game next time we’re on a D&D break, or perhaps some other time.

Thieves' Cant tableau at the end of a game of Dialect, with cards strewn around the table.× Crop from Fine View of 1798 The Gunwharf Portsmouth Dockyard by E G Burrows× Prison Hulks in Portsmouth Harbour by Ambrose-Louis Garneray×