Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Problem-Solving Combat: Breaking the Cage of "Roll Initiative"


I don't want to take the stance that this is an objectively better way to do things, but there's something in the water (maybe hydrogen, maybe oxygen?) that makes humans write toward that stance. I could go edit through everything and make sure I'm not, but that is a recipe for not actually publishing any blog posts. So take this as a blanket disclaimer: This is what I've found works for me, to evoke the kind of engagement I want with and from my players, compared to how I've seen and played other game systems run by other GMs. If it sounds good to you too, cool, see how you can integrate it into your games, and look forward to the indeterminate future when I release some public form of Cunning Knave.


The Cage of "Roll Initiative"


D&D-like combat rules are a black hole for what I find fun about OSR style gameplay. 

Yes, we all plan ambushes when we can, and try to out-think enemies.

But when we do Roll Initiative, a cage comes down over each player, trapping you in a very well-defined set of options - to the death.

Having default types of actions within combat discourages creativity. And If a player spends too much time thinking of a clever plan (which is harder than it should be since it's restricted within the framework of the combat rules), they're pressured into taking one of the default actions.

Strict turn order discourages teamwork. If one PC calls for the retreat, the enemies will likely act before the rest of the PCs can, which in the majority of cases means there's a good chance that one or more won't be able to get away. This fact pre-emptively discourages fleeing, along with plans involving more than one PC, across the board.

Yes, there are things like 5E's Help action, but that's almost worse - it converts a good idea (how are you helping?) into a mere modifier for a future action someone else is able to take, instead of, like, actually doing something interesting.

"But making combat deadly and standardized - even boring - helps push players to avoid it altogether, a central tenet of OSR play! And it's easier to ensure it's deadly by making rules that ensure it's deadly." This proposition isn't incompatible with combat being a Bad Idea. It's just that when we inevitably do end up in combat, I don't want to leave the "OSR style challenge" mindspace and shift into a Roll Off.

Of course all of this probably sounds familiar to anyone who groks Powered by the Apocalypse games. It's something I've always found that PbtA and OSR games have in common; an emphasis on presenting qualitative, rather than quantitative problems, in an unrestricted solution space. This is certainly true of OSR gameplay in general, but when it comes to combat, the vast majority of OSR rulesets seem to hew very closely to the wargame-rooted systems of the original games.


Wat do?


I think, if nothing else, Problem-Solving Combat can be distilled into a handful of guiding principles that can apply to most any RPG, and that's probably all you need.

  • Don't Roll Initiative - Just describe the situation and ask "What do you do?"
  • Don't Enforce an Order - Let everyone discuss a plan, team up on actions or establish a group tactic, then call for the rolls that make sense, in an order that makes sense.
  • Don't Just Attack - Use enemies to do interesting things that threaten the PCs.
  • Don't Stay Still - Present new challenges as every round evolves the situation.
  • Don't Stay Abstract - Concrete details are opportunities to seize.

It's tempting to say "well, if you want to treat combat the same as you do non-combat stuff, just don't distinguish it. Use the rules from non-combat stuff for combat stuff." I think, at least for me, this is a trap. Having a discrete mode signals to the players that their lives are at stake. And it is still nice to have some kind of framework for arbitration, rather than leaving it completely freeform. A procedure, for guidance, something to keep hold of as you navigate the dizzying tactical infinity.

On the other end of the scale, while permitting an open solution space, even the Move systems of PbtA games is too rigid a framework for my taste (for OSR style gameplay).

There are also systems that present combat as an open-ended challenge, but reduce them to a single roll. But Combat is such a rich source of interesting problems to solve that this seems like a loss.

So, like I do, I wrote a hack. Here is an excerpt of the WIP, which I'm calling Cunning Knave.

Combat in Cunning Knave

[For context, "Resolve" is essentially both Level and HP (Monsters' Resolve is their HD), and PCs begin with 1 Resolve. You can assume the system is otherwise very similar to Knave, for current purposes.]

If violence has become inevitable, a round of Combat begins.

The referee will describe the situation and what the enemies appear to be doing. The players are then free to discuss and plan any course of action, with the referee clarifying feasibility and likely consequences of failure, but not exact difficulty or potential complications.

Once the plan is clear, the referee will then call for any Rolls that are necessary for each PC’s actions in an order makes sense, applying advantage or disadvantage where relevant. Players may clarify details before rolling to attempt to gain advantage or negate disadvantage.

Just like outside of combat, very good plans or straightforward actions don’t require Rolls. And any intent can be attempted; disarming or capturing, driving off by intimidation, de-escalating to parley, retreating, and any approach can be utilized, not just attacking with weapons but utilizing other items or aspects of the environment, perhaps gaining advantage.

Once all the effects of the current course of action have been resolved, a new round begins; the referee will describe how the situation has changed, and the players may discuss their next actions.

Each round of combat should result in significant changes to the situation; combat is chaotic and quick and should not last more than a few rounds, often resulting in surrender or retreat after two or three. Try to avoid a straightforward exchange of blows, instead presenting a challenge unique to the type of enemy, their equipment, and the environment that might not be resolved by simply attacking or defending.

Attacking


A physical attack requires an Opposed Roll against their Armor Target. A success reduces the enemy’s Resolve, usually by 1, but potentially more with particularly effective plans. An enemy at 0 Resolve is at the PC’s mercy, possibly dying.

Damage


Failing a Roll to attack, or taking particular risks in a hostile encounter may result in the PC being attacked. If a PC is attacked, they make an Armor Roll. A failure causes damage, depleting their current Resolve, usually by 1.

Traps and other types of incidental harm may also be considered an attack, and in certain dire circumstances, a PC may take damage directly with no chance to resist with a roll.

Attacks are usually physical, but could be mental or even emotional. These would trigger an Ability Roll other than Armor, such as Charisma or even Resolve itself.

At 0 Resolve, the PC is out of action until they can be safely attended to.

Death


Wicked foes, traps, or other environmental hazards may outright kill a PC while they are out of action or otherwise helpless, if their companions cannot prevent it. If there is some chance that they could avoid certain death, the referee may call for a Resolve Roll to survive. If this is successful, the PC survives, but also takes a Dire Wound, which fills an Item Slot and reduces Resolve by 1, permanently.

Attacking foes directly is very dangerous. Look for safer ways to exploit the particulars of your enemies, equipment, and environment. 


I'll be following this post up with a concrete example of combat from a playtest with further commentary, and possibly a third with some more procedural advice on how to turn combat into a series of interesting challenges.

Related Resources


As with a lot of RPG blogging in this day and age, none of this is revelatory or original; I've just felt compelled to assemble a particular combination and reinterpretation of stuff I've ingested over the years. Among those influences:



I encourage you to comment below, rather than elsewhere. I even welcome "But this one system here does this one thing like you want!"

Long live the Blogosphere!


Mothership: Backgrounds and Memories

Mothership House Rule: Spacer Backgrounds and Recalling Memories

Backgrounds


Unless you're playing a one-shot, Mothership characters could use a bit of grounding, as it were. Here's a table to generate crappy backgrounds for roughneck spacers.

Where did you grow up?

  1. Asteroid mining station, among microgravity miners
  2. Itinerant labor ship, among career spacers
  3. Orbital junkyard, among weary shipbreakers
  4. Deep space waystation, among opportunistic scoundrels
  5. Agricultural station, among countless algae vats
  6. Military base, among bored marines
  7. Terraforming station, among vast cooling towers
  8. A subterranean moon city, among colorless apartment blocks
  9. A failing surface colony, among fatalistic family
  10. An industrial factory station, among lethal machinery

Where did you spend most of your life before your current career? (Roll again from above)

Why did you go there? (if the same result: Too poor to leave)

  1. Dragged along when parents had to change jobs
  2. To break away from your family
  3. Ran out of money while traveling to somewhere nicer
  4. Accepted a Company contract position
  5. Socially exiled, forced to leave
  6. The ads for it were so nice...
  7. Following a good friend and/or lover
  8. Relocated by The Company
  9. Kidnapped into forced labor by a crime syndicate
  10. As a refugee from disaster

Recalling Memories


Either at the end of a session, or once per session when things are calm, you can relieve 1 Stress by recalling a memory from your past.  Set in one of the places from your background, recall a specific person, place, thing, or event that stood out against the static of a generally shitty spacelife. How did it impact who you are today?

Conceptual Status: Caution - Only Preliminary Playtesting


Freya's Prospect from the 2010 AvP game apparently?

Commentary & In My Campaign


These are part of a game structure to support doing something weird (as is my wont) with Mothership: using Emmy Allen's The Gardens of Ynn as the alien-ness in this space horror game.

One of the main threats in Ynn is attacking the visitors' "Sense of Self"; eroding their personality and personal identity. In order for that to be effective in a game only a few sessions in, the characters need a personality and identity to erode in the first place. Mothership is pretty minimal in terms of PC identity, hence these backgrounds, and a method of the players filling in bits of their characters' sense of self, via recalling memories (incentivized by a free point of stress relief).

Related Resources


Dan at Throne of Salt does a ton of bespoke Mothership content



I encourage you to comment below, rather than elsewhere.

Long live the Blogosphere!

Quintessential BX

Quintessential BX is a trimming and tweaking of Gavin Norman's B/X Essentials, itself a revision of Tom Moldvay and David Cook's Basic/Expert edition of the Original Fantasy Adventure Game. It includes a few refinements, additions, and options from myself, Gavin, and Lamentations of the Flame Princess, such as ascending AC, a reasonable Encumbrance system, and various new options in combat. QBX is intended to serve as a solid base upon which to layer other, modular rules; it does not include classes, monster stats, or spells. These can be referenced from original or new sources, or created yourself. Season to taste.


Suitable for printing as a zine-style booklet

Italian Translation by Zeruhur

Google Doc to copy for your own customization (keeping OGL in mind)



The primary differences from BX are ascending AC, consolidation of some fiddly bits like ability score adjustments into standardized modifiers, and trimming of some things I see as extraneous like prime requisite XP adjustments, extensive rules for water and air travel, and encumbrance by tracking the weight of every item (two new Encumbrance options are added).

Special thanks to Gavin for both taking on the endeavor of creating B/X Essentials, and for conferring with me on attribution. It should also be noted that Gavin is further refining, compiling, and re-branding B/X Essentials to Old School Essentials, and the new editions will include Ascending AC.

As a side note, this (along with the original version of Principia Apocrypha) also serves as an example of how one can wring decent-looking, printable zine-booklets out of Google Docs. I might eventually write up a guide and templates for what I've learned.

I encourage you to comment below, rather than elsewhere.

Long live the Blogosphere!

Grotty PC Relationships

Your PC's relationship with the PC to your right:
  1. You're connected quite literally, by ten feet of chain, shackled to an ankle each.
  2. You're revolted by them, but somehow they're the only thing keeping your shit together.
  3. You're old friends, but always take credit for their accomplishments.
  4. You both know damning secrets about each other. Like, really bad.
  5. You stole their Wand of Self-Pleasure after finding them asleep with it in an alley.
  6. You both ripped off a crime boss in The City and owe them way more coin than you'd be able to earn in a lifetime of honest work.
  7. You discovered you both collect something gross, and have only confided in each other since.
  8. You were both somewhat accomplished adventurers, until the incident. One of you lost their shield-hand, the other half their face.
  9. You really look up to them. They always overlook you. Seriously, you're way shorter than them. But, figuratively, too.
  10. You're positive they covet your pig (loyal, obedient, and loving).
  11. They look very much like the face on a bounty poster you found. The others don't see the resemblance.
  12. You grew close in the trenches of The War. Very close. Whether you can even stand each other now is another question.

Akira Kurosawa's The Hidden Fortress. The duo on the right were inspiration for R2D2 and C3PO.

Conceptual Status: Warning - Untested but Play-Ready

Commentary


I have vague intentions of running some fast, loose, funnel-style OSRish one-shots at local pub game nights. The system would be pretty rules-light, and character creation would be dead-simple and lightning fast to get into the gameplay ASAP. These would probably be on cards, along with two other character aspect cards, randomly selected.

I want these and the other related character aspects to...

  • Not be as boring as most PC relationship tables ("18: Siblings.")
  • Give the players something to grab on to RP-wise, when everything else is also random and they're plopped into a weird situation with little context
  • Give the players reason to interact among themselves in the absence of external pressure to do so, because this is where a big chunk of the fun of one-shots always seems to arise
  • Encourage a wee bit of PVP, or at least dramatic irony, which are likewise generally good in a one-shot
  • Naturally generate "leading questions" without forcing them
  • Establish an appropriately grotty tone and aesthetic for the flavor of modules I want to run, and that your characters are not Heroes
  • Let it be clear that they're free to lean-in to the Murderhobo instinct

Related Resources

Somewhat inspired by:



Do you know any other really good, flavorful tables for PC relationships?



I encourage you to comment below, rather than elsewhere.

Long live the Blogosphere!

House Rule: Dungeon Logistics & Supply Bundles


Encumbrance, Dungeon Exploration Logistics, and Combat

When exploring a dungeon, unless you have enough porter hirelings to carry them, you are assumed to put most of your most encumbering items (including Supply Bundles) into a pile while you explore carefully, returning to move them forward after scouting ahead. Encumbering items carried during exploration may reduce your movement rate and possibly impact your ability to react to surprises such as traps.

In combat, each encumbering item you carry (other than Armor, Shields, and a Weapon being used) imposes a cumulative -1 penalty to AC, and Attack and Damage rolls. You may use the first round that you are not Surprised to carefully drop all carried encumbering items, but may not move or attack while doing so.

For easy reference on your character sheet, mark items that you only carry during overland travel and leave outside of dungeons with a "T", items that you leave in the supply pile with a "P", and items you always have on you even during combat with a "C".

Supply Bundles

A Supply Bundle can contain 9 to 30 “faces” in any combination of Supply Usage Dice. Track the composition of your Supply Bundle with one of these cards. These bundles usually take the form of an over-shoulder sack or bag distinct from your Pack (which carries more specific items and is not encumbering unless "full"). Each bundle counts as an Encumbering Item. 8 or fewer total faces can simply fit into a Pack among other items. A D4 can fit on a belt in a pouch or small bundle.

Supplies & Usage Dice

Common supplies are tracked with Usage Dice. These are dice from D4 to D20 which correspond to the approximate amount of that supply you have. The Usage Die for a type of Supply is rolled when a normal amount of it is used. On a result of 1 or 2, the Usage Die steps down one size, or, when on a D4, you are out of that supply.

Supply Types

Fuel: Roll when any portable light source gutters out to replace it (approximately once an hour).
Rations: Roll before a long rest and/or after a phase of travel (~8 hours), and during short rests (only once for the whole party).
Ammunition: Roll after firing a missile weapon.
Medicants: Roll when First Aid or other medical treatment is performed.
Miscellany: Roll for materials for simple repairs, or other incidentals such as an iron spike, a short length of cord, a small pot of grease, or other items as the GM deems reasonable. If there is disagreement, perhaps allow an Intelligence or Wisdom check to have a specific item on hand.

Man with Bag (aka Market Wallet or Martebo Sack) - Duparc Françoise

Conceptual Status: Seems To Works In My Game

Commentary

By default, most games assume all of the party's possessions are carried on their person at all times, with the occasional exception of pack animals during overland travel. For campaigns that emphasize resource management, separating the party from the bulk of their supplies adds a bit of verismilitude, and a gameplay dynamic I haven't really seen before in RPGs.

In addition to the advantages of Usage Dice (which I won't detail here since you're probably already familiar, but can be summed up as highlighting the tension of running out of materials earlier than expected while simultaneously reducing the tedious accounting required), I think tracking a pile of supplies separate from the party while exploring has these benefits & effects:
  • It naturally creates difficult choices, and the risk of getting separated from your supplies. 
    • Do you cling tightly to your supplies, but compromise your ability to avoid traps and fight?
    • When descending on a rope, do you keep the Bundle on you, perhaps imposing a penalty to climbing checks, or do you leave it at the top and risk getting separated from it?
    • If you need to flee, do pick up your pack on the way to save precious supplies, or stay unladen to hasten your retreat?
  • It helps clear up the dissonance between having enough supplies for a dungeon expedition, but not being awkwardly encumbered by a heavy backpack when combat begins.
  • It helps justify the traditionally slow pace of dungeon exploration, since it adds the necessity of returning to the pile and move it forward.
  • Leaving the pile behind makes it vulnerable to inhabitants of the dungeon, giving you an additional way to threaten them and cause resource attrition. They might learn to carry a bit of Fuel on their person at all times.
  • It creates additional incentive to pay non-combatant porters to follow you, another reason to engage in the dynamic of hirelings.

This house rule assumes an encumbrance system similar to Lamentations of the Flame Princess, where only "significant items" count towards encumbrance. I think the concept may still be suitable for a system which takes an even more "lightweight" approach to encumbrance, by making the supply bundles explicitly encumbering in a way that other items and containers are not. In fact this may be even more impactful than in an LotFP style encumbrance system...

In My Campaign

In Tolmenwode Tales, my ongoing campaign of ~25 sessions so far, the first third of which were dungeon delving, there have been a few situations where the separation between the party and their supplies came into play. They usually involved tension around whether the party could retrieve their supplies if they needed to retreat from a charged situation. And there was at least one instance of a PC wanting to produce an item that would be in their Supplies during combat, which they could not access since it was in the pile a room back. We haven't done a huge amount of dungeon delving, but I look forward to more of these interesting situations in the future.

As GM, it was somewhat easy to forget this regime during play, but it wasn't that big a deal to suddenly remember it was a factor in the current situation; it's something the players should be accounting for anyhow. Describing returning to the pile to move it forward can be elided after the first few times. I think the dynamic it adds is worth the occasional hiccup.

Supply Bundles using Usage Dice pairs well with a Hazard Die type system, where every one or two Turns, it may indicate light sources gutter out, or the party needs to rest and consume a ration. I use a version of this in Tolmenwode Tales.

Related Resources

There are a bunch of recent posts and hacks for inventory management recently. Here's a partial compilation:

Usage Dice were popularized by their inclusion in The Black Hack. David Black also has some good reflections on what makes them good and when not to use them.

Brendan at Necropraxis covers some good inventory management/bookkeeping alternatives in his State of the Art post.

Anne Hunter at DIY & Dragons made a few great posts on resource management in her consistently great analytical style.


I encourage you to comment below, rather than elsewhere.

Long live the Blogosphere!

House Rule: Gradually Reveal Character Details

House Rule: Gradually Reveal Character Details

During character creation, only determine stats and gear. Then, if the character survives the session, they earn more detail. At the start of the following sessions, let everyone roll on one of a number of character aspect tables to flesh out their character, background, and relationships.


Atlas Slave - Michelangelo

Conceptual Status:
 Seems To Works In My Game

Commentary

I think this simple house rule can have these benefits/effects for old school style play:
  • It helps speeds up the first session to get into gameplay more quickly
  • It adds a fun ritual to the start of every session
  • It dulls the impact of an early death, due to being less attached to a particular persona
  • It increases their desire to survive in order to discover more about their character
  • It emphasizes the tentative nature of the PCs
  • It helps orient the players' focus on the game situation and environment, rather than inward to their character