Game Configuration Guide

Modular Game Configuration System

This guide empowers Incident Masters (IMs) to tailor session length and complexity to their needs, ensuring a perfect fit for any group or timeframe, while always preserving full narrative immersion.

Key Innovation: One game system with configurable parameters, not separate β€˜modes.’ IMs can either:

  • Use a template (Quick Demo, Full Game, etc.) and optionally adjust individual options.
  • Configure from scratch using the grouped options system.

Core Design Principles

Full Narrative Always Preserved 🎭

No matter which configuration you choose, storytelling remains constant:

  • βœ… Full scenario hooks - No compression, no editing.
  • βœ… Complete NPC characterization - Full backstory and personality for all NPCs.
  • βœ… All organizational context - Stakes, politics, emotional investment.
  • βœ… Evolution mechanics - Non-negotiable core feature (like PokΓ©mon evolution).

Time savings come from gameplay structure, NOT narrative cuts.

Configuration Templates + Flexible Options

Two approaches for IMs:

1. Start with Template (Easiest)

  • Select from standard templates: Quick Demo, Lunch & Learn, Full Game, Advanced Challenge.
  • All configuration options pre-filled.
  • Occasionally adjust individual options from template starting point.

2. Configure from Scratch (Most Flexible)

  • Choose each option individually based on time budget and player experience.
  • Use grouped options system (Major/Moderate/Minor/Complexity).
  • Calculate time estimate with each selection.

Configuration Groups by Time Impact

Options are grouped by how much they affect session length:

  • MAJOR (30+ min impact): Number of rounds, actions per player.
  • MODERATE (10-20 min impact): Investigation structure, response structure, team size.
  • MINOR (5-10 min impact): Success mechanics, debrief length, turn timers.
  • COMPLEXITY (no time impact): Attack complexity, evidence type, difficulty settings.

Configuration Templates (Pre-Configured Session Types)

Template 1: Quick Demo πŸš€

Target Time: 35-40 minutes

When to Use:

  • Conference booths and expo demonstrations.
  • β€œLunch and learn” quick introductions.
  • β€œIs this framework right for us?” evaluation sessions.
  • First-time player onboarding.

Pre-Configured Settings:

  • MAJOR: 1 round, 1 action per player.
  • MODERATE: Guided investigation, Pre-defined response, 2-3 players (hybrid roles).
  • MINOR: Automatic success, Quick debrief (5 min).
  • COMPLEXITY: Single vector, obvious evidence, clear containment, essential NPCs (2-3).

Experience: Fast-paced introduction to M&M with full storytelling but streamlined gameplay.

Customize This Template:

  • Add 5-10 min: Change to Standard debrief.
  • Add complexity without time: Switch to subtle evidence or add red herrings.
  • Make easier: Keep all settings as-is.

Template 2: Lunch & Learn 🍱

Target Time: 75-90 minutes

When to Use:

  • Department training sessions.
  • Team building activities.
  • Professional development workshops.
  • Regular security awareness sessions.

Pre-Configured Settings:

  • MAJOR: 2 rounds, 2 actions per player.
  • MODERATE: Guided investigation, Pre-defined response, 4-6 players (standard roles).
  • MINOR: Dice mechanics, Standard debrief (10 min).
  • COMPLEXITY: Single or multi-stage (adjust for team experience), clear containment.

Experience: Substantial collaborative session with guided structure and comfortable pace.

Customize This Template:

  • Reduce to 60 min: Change to 1 action per player.
  • Add 15-20 min: Switch to Open investigation or Creative response.
  • Make harder: Add subtle evidence or red herrings.

Template 3: Full Game (Standard Workshop) 🎯

Target Time: 120-140 minutes

When to Use:

  • Training workshops and full sessions.
  • Team skill development.
  • Comprehensive security education.
  • Standard M&M experience.

Pre-Configured Settings:

  • MAJOR: 3 rounds, 2 actions per player.
  • MODERATE: Open investigation, Creative response, 4-6 players (standard roles).
  • MINOR: Dice mechanics, Standard debrief (10 min).
  • COMPLEXITY: Multi-stage, mixed evidence, moderate challenge, full NPC cast (4-6).

Experience: Complete M&M experience with deep investigation, creative problem-solving, full learning.

Customize This Template:

  • Reduce to 90 min: Change to 2 rounds OR 1 action per player OR Guided investigation.
  • Add 20-30 min: Extended debrief + Complex tracking.
  • Make harder: Add red herrings, subtle evidence, ambiguous containment.

Template 4: Advanced Challenge ⚑

Target Time: 150-170 minutes

When to Use:

  • Experienced team advanced training.
  • Competitive events and tournaments.
  • Security professional development.
  • Badge progression focus.

Pre-Configured Settings:

  • MAJOR: 3 rounds, 2 actions per player.
  • MODERATE: Open investigation, Creative response, 4-6 players (standard roles).
  • MINOR: Complex tracking (Network Security Status), Extended debrief (15-20 min).
  • COMPLEXITY: Multi-stage, subtle evidence, red herrings, ambiguous containment, full NPCs.

Experience: Maximum depth, challenge, and competitive elements with comprehensive badge progression.

Customize This Template:

  • Reduce to 120 min: Remove Complex tracking OR reduce to Standard debrief.
  • Add time: No need - this is maximum configuration.
  • Make easier: Switch to obvious evidence, remove red herrings.

Grouped Configuration System (For Custom Configurations)

MAJOR TIME IMPACT (30+ minutes) - Choose These First

These are your time budget levers - they have the biggest impact on session length:

Option Choices Time Impact
Number of Rounds 1 / 2 / 3 rounds 1 round: ~30 min base
2 rounds: ~60 min base
3 rounds: ~90 min base
Actions per Player 1 / 2 actions per round 1 action: -10 min/round
2 actions: standard

Quick Reference:

  • 1 round + 1 action = ~20 min gameplay
  • 2 rounds + 1 action = ~40 min gameplay
  • 2 rounds + 2 actions = ~60 min gameplay
  • 3 rounds + 2 actions = ~90 min gameplay

MODERATE TIME IMPACT (10-20 minutes) - Fine-Tune Your Target

These options adjust how rounds play out:

Option Choices Time Impact
Investigation Structure Guided / Open Guided: -10 min/round (IM presents clues on timeline)
Open: standard (players choose investigation paths)
Response Structure Pre-defined / Creative Pre-defined: -10 min/round (IM presents 2-3 clear options)
Creative: standard (players develop own approach)
Team Size 2-3 / 4-6 players 2-3 players: -10 min total (less coordination)
4-6 players: standard

Guided vs Open Investigation:

  • Guided: IM delivers clues at set intervals (5 min, 10 min, 15 min). Players process information and connect dots. Faster, more directed.
  • Open: Players choose investigation paths, ask questions, explore. IM responds to their choices. Slower, more sandbox-like.

Pre-defined vs Creative Response:

  • Pre-defined: IM presents 2-3 response options with clear type effectiveness. Players choose and execute. Faster, more guided.
  • Creative: Players develop their own containment strategy. More freedom, takes longer.

MINOR TIME IMPACT (5-10 minutes) - Polish the Experience

These add small adjustments:

Option Choices Time Impact
Success Mechanics Automatic / Dice / Complex Automatic: -5 min/round (good idea = success)
Dice: standard
Complex: +5 min/round (Network Security Status tracking)
Debrief Length Quick / Standard / Extended Quick: 5 min
Standard: 10 min
Extended: 15-20 min
Turn Timer None / Soft / Hard None: standard
Soft/Hard: -5 min/round (prevents analysis paralysis)

COMPLEXITY OPTIONS (No Time Impact) - Set Difficulty Independently

These affect challenge and realism, not time. Choose based on player experience level:

Option Choices Impact
Attack Complexity Single vector / Multi-stage Single: One primary attack method (simpler)
Multi-stage: Multiple coordinated techniques (advanced)
Evidence Type Obvious / Subtle / Mixed Obvious: Clear indicators (easier investigation)
Subtle: Requires deeper analysis (harder)
Mixed: Realistic blend
Red Herrings Present / Absent Absent: Streamlined investigation
Present: More realistic but harder
Containment Clarity Clear / Ambiguous Clear: Type effectiveness obviously shown
Ambiguous: Players must reason through options
NPC Count Essential (2-3) / Full (4-6) Essential: Fewer characters to track
Full: Richer organizational dynamics
Note: All NPCs have full characterization regardless
Badge Tracking On / Off On: Track progression toward badges
Off: Skip administrative overhead
Reference Materials Available / Not available Available: Type charts, ATT&CK references speed decisions
Not available: Tests knowledge recall

Important: Evolution mechanics are always enabled - this is a core M&M feature and not configurable.

Time Calculation Method

Step-by-Step Calculation

STEP 1: Start with rounds and actions (MAJOR)

  • Choose number of rounds: 1, 2, or 3.
  • Choose actions per player: 1 or 2.
  • Get base time estimate.

STEP 2: Adjust for structure (MODERATE)

  • Investigation: Guided (-10 min/round) or Open?
  • Response: Pre-defined (-10 min/round) or Creative?
  • Team size: 2-3 players (-10 min total) or 4-6?
  • Apply time modifiers.

STEP 3: Polish with minor options (MINOR)

  • Success mechanics: Automatic (-5 min/round), Dice, or Complex (+5 min/round)?
  • Debrief: Quick (5 min), Standard (10 min), or Extended (15-20 min)?
  • Turn timer: Enforced (-5 min/round) or None?
  • Final time adjustments.

STEP 4: Add setup and buffer

  • Setup: +5 min (2-3 players) or +10 min (4-6 players).
  • Buffer: +15% for group dynamics and discussions.
  • Total estimated time.

STEP 5: Set complexity options independently

  • These don’t affect time - choose based on player experience.
  • Attack complexity, evidence type, red herrings, etc.