Tuesday, 26 June 2007

Working around Combat Patterns (he hits, I parry)

I didn't play Ars Magica for long enough for the variant “He hits, I soak” to become clichéd, though my converted high-CON ex-AD&D2 Uruk Hai was very good at that version of the old standard. And it depends what you mean by a pattern — if you take the software engineering meaning, that really means a stereotype, in the same sense that that word used to have in printing, of a ready made format Opening gambits are a source of behaviours that often get thus stereotyped — “Here come the flying feet of Kung Fu!” or “We Starsky & Hutch the door.“ — a reference from when they were on the TV (as opposed to the 2004 movie), not that long before the very early D&Ding days — the fighter knocks down the door while a mage stands ready to Magic Missile what may be revealed.

But I guess the real intent of the topic was on the behaviour that emerges when you actually invoke the game mechanics. At this point the fact that each entity in its turn — and that encompasses even the different turn rates for different entities that is part of the Hero system — is given an action that may be used to attack, and that usually meets some implicit resistance from the target. The underlying game mechanics will always drive you to some variant of the the “I attack, he defends” iteration; even in Over the Edge and Feng Shui, no matter what their respective authors would like to have you believe.

All that those games attempt to do is hide this inconvenient fact under layers of fluff. Such spurious detail has for me the effect of reducing both my immersion (as a distraction) and also the credibility of the action — I would rather hide detail I'm no expert in under the abstraction of the mechanics. Otherwise you get to the ludicrous things like in the Theatrix thread on r.g.f.a about 8 years back where what the acting player described in the belief that it is a strong move was resolved by the adjudicator taking the point of view that it was a weak one, or descriptions of a combat in terms of fencing stances (recalling a somewhat more recent thread on u.g.r or perhaps r.g.f.m). Not only am I not au fait with the technical terms, but I do not find it credible that such technically precise stances would be applicable to wilder melee — especially in the example I recall of a combat with a broo. This style of play also seems distressingly full of examples in which a player asserts what his opponent is doing as much as his own character.

No, either you go to systems that plot moves at the sub-100ms increment with Laban Notation, using complex transition rules to simulate physical limitations on how far you can move, and that you can't move one arm though another, and computing whether you'll fall over given that current stance, and how to recover, and then you have to learn how to fight properly, for real, to use it — something I contemplated over 25 years ago, and then drew well back from — or you're stuck with the abstracted action/re-action iteration.

What do you use for genre sources

The one time I found I really needed to get players into the groove for anything I ran was Shadowrun when few if any of the players had read anything even vaguely cyberpunk-ish. To remedy that, I handed around the first accompanying volume of fiction, the Into the Shadows braided anthology, for them to read in advance of the character generation session. In other cases, my players seem to have already had some idea of the genre or at least conventions typical of these games absorbed by osmosis from the surrounding culture. The main exception I recall was a player who just wasn't into superheroes who joined in one session of Champions. I don't think a reading assignment would have helped in the short time available.

The time I really went looking for genre material (as opposed to things like historical references for period context before finally not getting around to joining the Saxum Caribetum saga) was when running Vampire — and there it was easy enough to find source material in the usual bookshops — which I then plundered for NPCs.

Kill or stun — which to do

One reason to kill is when you cannot deal with the opponent in any other fashion. The last game I actually played had just about come to this point - the mind warping powers of the elves out of paratime were such that they couldn't be kept prisoner by mere humans for any length of time. So, for our own security, the only good pointy was a dead one.

Saintly PCs — what makes them, what game mechanics might they use, and

I think we have to distinguish between pious characters and those who are merely holier-than-thou; and also have some ground rules on what the piety is being measured against to do this topic justice. How would a character that's not following something close to one of the Faiths of the Book be judged as saintly?

It is true that many characters that say “pious” or “holy” on the character sheet actually turn out aligned simply Lawful/Obnoxious — the one I remember from local play being an LG dwarf cleric by the name of Aman Naug who came over as very austere and puritanical, and noted as to be one of the first against the wall when the CG revolution came. Most interestingly, when dusted off post AD&D2, as a priest of Aurochs, lord of berserk strength (the CPHB Strength specialty priest type), he became the rather lighter-hearted Noggin the kung-fu barbarian dwarf in very short order. And he was doing a lot of righteous smiting as befitted his faith. Was he saintly?

In a more familiar style, I remember affectionately the write-ups from long, long ago of the Tale of Two Clerics, two pious characters and their unfortunate companion, the rather more self-interested Frank (and all his relatives — replacements — of the same name). They sounded saintly, and certainly seemed to work.

Had I actually completed character generation for Saxum, my character there would have been inspired by Roger Bacon, as portrayed in Blish's Doctor Mirabilis, and would have had a definite background from the Church, even if a mildly heterodox one, from time spent in the University at Paris, a pious inquirer into the majesty of Creation. As it turned out, I don't think he would have fitted the rest of the group, so that's saintly character that wouldn't have worked, but in that case only due to the particular context in which he would have been set.

Why are some players reluctant to GM

I can't say for sure about the habitual player-only type, but I might share some of the problems. For me, my reluctance to resume after burn-out was, and remains, centred about the problem of excessive GM authority in anything adjudicated. It's about not being able to sustain the necessary illusion of player free will from my PoV, while keeping the amount of GM prep needed to a manageable level. For a fully live quasi-simulation, a world that “runs itself”, in which the players can really do what they want, the workload is enormous (at least compared with the amount of time and energy I feel I can devote to it these days). That's before one faces the possibility that every player takes off on a separate agenda (as helped crash my V:tM chronicle). For anything constrained, I have to guide the players, and this feels wrong.

On top of that, choosing a system, choosing how to customise it, can all lead to analysis paralysis even before getting to the crunch point of selecting a setting, and trying to set it in motion. And then you have to worry about whether your players will be happy to consume what it is you have to offer, whether they will propose characters that you can handle, and that won't do violence to what you wanted to run.

It was all so much simpler when a satisfying evening's gaming could be put together by selecting opponents for two fight scenes and a skeleton of narration to join them up. Things started to go downhill when gaming evenings had to stop at half ten rather than one a.m., and violence had to be suppressed after the 9 o'clock watershed and/or speeded up by abstraction, and other things had to be introduced to fill the space. Nearly as good are the few very best pre-packaged adventures where the GM can just play the hand he's been given without needing to rewrite it to eliminate crass bits, and allow the time for the game system to produce results, rather than have to also make them up.

Rules that players disagree with

Long, long ago, the real biggie was the wizards and swords one. We cured that one when one time the mages and thieves, the sole survivors of a mêlée, started to squabble over the division of the loot, drew swords and axes, and slaughtered each other tout de suite. Then they saw the wisdom of the arbitrary ruling. By the early 90's, it had even become one of the bits of antique charm of the *D&D rules (another thing to dislike about 3e) that made it attractive to pick up AD&D2 and play that rather than RQ.

And nobody liked the fire-and-forget magic system, so we replaced it almost from the get-go.

I can't remember any other focussed little rules that were contentious, though there must have been many. More often it was whole-system things not amenable to single-point changes (bricks über alles in Champions, the system sagging by about 8-9th level in *D&D, the unreasonable effectiveness of mages when played with a little thought in Shadowrun). The nearest to a point problem was with Pendragon (which we used in a Glorantha setting), where no-one liked the number of shots a slinger could get off on an opposing foot-soldier charging at him, a combination of range, rate of fire and movement rules conspiring together, but that was washed way by the other problems with that particular campaign.

Have you tried hitting PCs with a baby

One time, this was almost literal - a small child was used as a missile by a supervillain (Malice, of the Bad Girls) in a Champions game. It's not a very effective thing to do, as they are limited in the damage they can inflict by their low BOD and zero DEF. Paving slabs are more effective.

As for the idea of inflicting parenthood, even adoptive or something like, and transient, it was never explored while I was involved. Heck, we didn't even have any “spunky kid” PCs (thank goodness, worse than kender…) The only episode I can recall in which children actually appeared was an almost off-screen incident in the Glorantha/RQ game where the PCs had returned to their home steading, and my Babeester Gor axe-murderess was co-opted by the Voria nursemaid as an assistant. This being a cult obligation, she grimaced, went along, and into an off-screen interlude.

Subsequently in the same GM's Saxum Caribetum saga, I gather the mages get involved in orgies, sparked off by faerie wine, which have resulted in offspring as well as points of vis, but I get the impression that the grogs are left to deal with the sprogs. There may be more sordid details on the campaign web page than I wot of.