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 Forum index » Meta » Puppetmaster Help
In cryptology, how complex is too complex?
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Geppetto
Boot

Joined: 06 Mar 2009
Posts: 20

 In cryptology, how complex is too complex?
A matter of using various codes

Hello,

With regard to use of codes in-game, how complex is too complex? In general, we've assumed that most players will be able to figure out a basic message using the Atbash Cipher, but what about Enigma? If we encrypt a message with Enigma, do we need to provide the wheel positions and numbers, or is it sufficient to make them something guessable?

Lastly, would it be considered poor form to use an in-game character who is a cryptologist who would be able to - if the players approach him or her - sometimes lend assistance with particularly tricky codes and ciphers?

Any assistance you could lend would be most appreciated. Thank you for your time and consideration,
Respectfully,
-Geppetto

PostPosted: Mon Jul 13, 2009 9:40 pm
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Daeld
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Joined: 02 May 2009
Posts: 308
Location: Australia

Re: In cryptology, how complex is too complex?
A matter of using various codes

Geppetto wrote:

but what about Enigma? If we encrypt a message with Enigma, do we need to provide the wheel positions and numbers, or is it sufficient to make them something guessable?


I have an enigma simulator, I thought of using it for a recent ARG I ran, but this was going to be a little game so I decided not to. I am currently planning a slightly larger one and have considered using Enigma, but the problem comes in making it interesting for the players.

IMHO I think there are three kinds of codes:
(1) Dead easy boring sort (eg binary)
(2) A continuum of "puzzle codes"
(3) Dead-Lock codes (eg Enigma)

Categories 1 and 3 I consider dead, because if the game consisted purely of these, it would leave your game dead. (ie binaries, base 64, etc are so easily recognizable that they present no challenge. Other codes, like Enigma go to the other extreme: They are so hard that if the players eventually figure out that it is an enigma code, they will spend a long and boring time rotating the wheels to find the code.)

When I considered the Enigma, the only way to use it that would not be laborious (IMHO) would be to have three puzzles:
(1) the original coded message
(2) a puzzle to find out that the puzzle is Enigma-coded
(3) a puzzle to find out the wheel positions

Quote:

Lastly, would it be considered poor form to use an in-game character who is a cryptologist who would be able to - if the players approach him or her - sometimes lend assistance with particularly tricky codes and ciphers?


Again, in my recent game, I always had a character with whom the players could interact to solve certain kinds of puzzles (in this case it was mainly language-based puzzles). However, if you had a computer-wiz or a mathematical genius as characters to help solve tricky cyphers, you would probably have to have a good in-game explanation about why they did not solve some of the easier ones, and why they need the help of the players at all. Perhaps a disinterested dude who likes a challenge? It is hard to plan for this whilst keeping internal consistency, but I believe it makes for a good interaction between PM and players (also makes it easier to move the game along if it is getting stagnant).

That's my 0.02c, hope it is helpful Very Happy

PostPosted: Fri Jul 24, 2009 8:53 am
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Geppetto
Boot

Joined: 06 Mar 2009
Posts: 20

Daeld,

Your response has been enormously helpful! The breakdown of codes into three categories was particularly enlightening - I'd never heard it explained in that way, but that makes a great deal of sense.

We had wondered about the issue of wheel positions for the Enigma, and are entertaining the idea of using a guessable (we think) combination of letters, so that then it would simply be an issue of selecting the right wheels.

Would a reference such as this be obvious enough, too obvious, or too subtle?:
"At the risk of sounding enigmatic, we think you'll find the initial answer to be rather odd."

Tr: Enigma code, using the initials of the encrypter, using wheels I, III, & V.

Quote:
However, if you had a computer-wiz or a mathematical genius as characters to help solve tricky cyphers, you would probably have to have a good in-game explanation about why they did not solve some of the easier ones, and why they need the help of the players at all.


In terms of the cryptographer, that's an interesting point that we'd not fully considered. Our thoughts had been to have a cryptographer who was supposed to be roughly equivalent in skill to the players. The rationale would be that he and they would be working on different projects, but they would be able to consult with him when needed. If they come to him right off the bat, without trying themselves, we'd have his character be equally stumped. However, if - after several days - the players are still unable to break the code, he could have a "eureka!" moment, at which point the cryptographer would offer an idea for a method of attacking the code/cipher - thus pointing the players in the right direction without doing all the work for them.

Do you think this might work, or are there some major issues with this approach that we haven't yet figured out?

~ Geppetto

PostPosted: Fri Jul 24, 2009 1:54 pm
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Daeld
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Joined: 02 May 2009
Posts: 308
Location: Australia

Geppetto wrote:

Would a reference such as this be obvious enough, too obvious, or too subtle?:
"At the risk of sounding enigmatic, we think you'll find the initial answer to be rather odd."


I think this is about right. If you had it any more subtle, ppl might miss it.
If you had it more obvious, you might as well be telling them. Then again, it depends who is playing your game. There are a few of us that are Enigma-crazy, so if you gave the above I'd be jumping on it.

Quote:

In terms of the cryptographer...If they come to him right off the bat, without trying themselves, we'd have his character be equally stumped. However, if - after several days - the players are still unable to break the code, he could have a "eureka!" moment, at which point the cryptographer would offer an idea for a method of attacking the code/cipher - thus pointing the players in the right direction without doing all the work for them.

Do you think this might work, or are there some major issues with this approach that we haven't yet figured out?


I think this is about right. If you are into planning for every eventuality, you might come up with three clues that your crypto character might give (ie If I was trying to make you guess "apple" you'd have the puzzle, then if you needed help I might say: "it is a type of fruit", then "I think it might be an round fruit", then "I've narrowed it down to apple, orange and grape"

However, for most of your puzzles you'll probably not need this and I think you might spend a lot of time figuring out clues that you wont need. You may want to just be flexible and go with what the players make of your puzzles.

Something I found effective is to include stuff that the players come up with as puzzles. For example one of them sent me a picture of pegassus (I can't remember why now Confused) but I used that same picture as a puzzle later on.

PostPosted: Fri Jul 24, 2009 6:04 pm
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MotaHed
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Joined: 16 Jul 2007
Posts: 227
Location: Portland OR

I think the key here is context. If the character is using [cipher X], why on earth are they doing that? There needs to be some story element that would explain why [cipher X] is the right cipher to use. It needs to be in character, just like any other kind of dialog. A random cipher has no purpose in storytelling other than to annoy the player. There should always be some kind of rosetta stone somewhere, which, in turn, will enrich the story.

Another thing along these lines: PLEASE don't use common or well-known ciphers. It's just lame. Why would anyone ever send anyone anything in Binary, or Base64, or Hex, or ROT-13 (xvyy zr abj).

There needs to be an in-game reason WHY the message is encrypted, and some kind of reason that [cipher x] is used. Using a one-time keyword to encrypt text is a great tool for doing this.

PostPosted: Mon Jul 27, 2009 6:14 pm
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Geppetto
Boot

Joined: 06 Mar 2009
Posts: 20

Thank you!

While we'd given a little thought to the idea of trying to ensure a believable fit the between code/cipher and the story, your comment has given us a lot of food for thought. We'll give everything a thorough re-examination to see if any of the few occasions when we use ciphers violate the guidelines you've offered.

In your opinion, do you feel that Enigma is too common? I know that it's fairly well known, but had hoped that the difficulty of the cipher - combined with the fact that we're only using it for one specific purpose on a single occasion - would make up for that fact.

PostPosted: Tue Jul 28, 2009 12:00 pm
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MotaHed
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Joined: 16 Jul 2007
Posts: 227
Location: Portland OR

I think enigma is fine to use, as long as it's in-character. Any relation to WW2, history, historical ciphers, or Germany? The only problem I see with Enigma is the simple question of "Why would the character choose that cipher?" I always think "If the char WANTS me to have this info, why encrypt it?".

The answer is usually "To keep it away from the other guy." Which means that *I* should already have or be given some knowledge that the other guy couldn't possibly have in order to solve it.

Since almost all of our actual encrypting/decrypting is done online, the task usually amounts to simply determining WHICH cipher to use, and has nothing to do with solving the actual cipher.

I think about those old LucasArts games. You need to get the papaya monkey down from the tree, and you have a million things in the inventory. BUT you have the mirror, which Esmerelda wants, and you heard the Chef say that Mangoes are so much sweeter than papayas, so you give the mirror to Esmerelda in exchange for the Mangoes, which you use to lure the monkey down. PROBLEM SOLVED!

And it's much more fulfilling than saying "Hey, that looks like a vignere cipher!"

PostPosted: Tue Jul 28, 2009 2:26 pm
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Daeld
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Joined: 02 May 2009
Posts: 308
Location: Australia

Totally agree with MotaHed.

Like I said before, I personally love Enigma codes, but like the MotaHed said, it is far more interesting to have it in context.

For example, [Fiction]I was researching clues as to the last known location to the arc of the covenant, which a group of German elites found in Africa during WWI. During WWII, seeing that the war was almost lost, they gestapo was entrusted with hiding it. A series of clues were left and I found the first in my german grandfather's old bible. I remember that he was the last surviving member of the Gestapo... Stuck to the page which has Exodus 20, I found a strip of paper with what looks like old type-writer print on it:

Code:
HWD MNA XTK AI HNC EGY


I remember seeing an old type-writer in the basement of his house when I was little. It looked kind of odd... I wonder if it came from that type-writer?
[/fiction]

Obviously context is not only useful, but fits in well with a story. There may be other ways that you can fit it in even if your game is not WWII.

Good luck and have fun! (don't forget to put away the steckerbrett when you're done Wink !)[/code]

PostPosted: Wed Jul 29, 2009 4:22 am
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