Tuesday, April 22, 2014
How to have a moving combat
We were travelling in a boat, with one PC rowing like crazy since his STR is way better than the rest of the characters. The rest were tasked with protecting a NPC also in the boat, and we were all trying to reach the middle of this lake as fast as possible. That was the easy part. Don't let that fool you, it became a stumbling block for game mechanics as well. More on that later. Now for the dramatic part.
As we sat in that boat, a hundred or so of tiny red dragons circled ahead, and they started to swoop down and attack us. Picture this in your mind.
Picture now in your mind a battle mat, minis on the table for the characters. Now you have to place, and move, all those critters attacking us. Yes. Picture that.
So how on earth do you handle the fact that the boat and its passengers are moving constantly and thus leave the flying creatures behind and new ones come swooping in and you have to keep track of which one is which, and who has gotten 4 hits, 2 hits or maybe is under the influence of a Slow spell? Our DM was kind enough to limit our attackers to just 20, but it was still quite a circus. Also, it was slow moving and it felt quite clunky.
Of course, you could decide that the error here was to bring out the minis and the battle mat in the first place. But, would you do better by trying to just describe all that in vague terms? It would probably be even harder to remember which dragon was hit, and for how much. Maybe the relative movement could have been easier that way, but I'm not sure.
I guess you can tell that 3rd ed D&D was not a great match for this. If I had been the DM, I probably would have tried to figure out a way to change the narrative instead of the rules. But, the setting were set up and I liked the fact that the cool part of what was happening in the setting did happen, regardless of the rules. Thinking about it, I wondered what kind of rules set would handle this.
I pondered some rules I know, and some which people usually grasp for to model wild and woolly action scenes with. Doing a chase in Savage Worlds sounds like it could work quite nice, especially with the new chase rules in SW Deluxe. But, having used those rules I feel they are only slightly less painful than the alternative, not pleasant. Picking another favourite in the gaming scene online, Fate, don't solve it either. You could use Zones and maybe abstractly make the movement easier to handle that way, but the damage tracking would still be there. Frankly I'm not sure the chase would not have been a bit bland in Fate, really. I have not checked the Toolkit book for any rules about chases, though. BRP would probably be just as cumbersome as D&D.
So no great and simple solution readily available, eh?
What was it I wrote about the rowing? Yeah, you know what? There are no numbers in the book about how fast you move in a boat. Seriously? No data? Sailing? Rowing? Nothing. You have to make it up, and guess if that turned into a show stopper as well... While I felt the DM handled the scene as well as could be expected when the action finally started, I really wanted to scream when people slowly and politely discussed how fast beasts and boat should be able to move.
The session left me with the question of how to better model this, and I've still to find the answer.
Sunday, April 4, 2010
Dragons, brain damage and dead horses
It's not surprising that the designs get kind of stale, with more and more far-fetched breath weapons. If you have to shoehorn the fantastic into a narrow minded metaphysics you will get a narrow result. The fantastic is not about that. Dragons should be like humans, of all moral shades. And colour.
Yeah, I know I'm beating a dead horse. Go read that post linked above. It's good.
Friday, July 3, 2009
Playing the Dungeon of Voorand - going off the deep end
Today I had something happen that I had thought would happen in one of the first sessions. Having read about megadungeons, I put in a chute down to the deepmost level of my whole dungeon. I put it on level one. I kind of expected the players to find it and be spooked fairly early, but they just avoided it! It looked like a big well where the orcs on level one cast their refuse, but I literally said "they throw down everything they don't want or eat there". I thought that would make someone think they might want what they didn't. That way they never got hold of that magic weapon I put in there for them to be able to fight in incorporeal undead. They managed without, go figure. Today they found it, finally.
For that deep level of the dungeon, I decided to steal an idea from Dave Arneson. That's a good source for stealing ideas! You can read of some of the early adventures in Blackmoor here. So, at the bottom of the dungeon there should be a dragon, right? I placed one down there, and it was sitting on a hoard of treasure in a sea of lava. Inhospitable, to say the least.
For those of my readers who have read the old rule books of D&D, might know that there are maps to be found as treasure. Since I started playing fantasy RPGs I don't think I've seen any, or at least very few, of those. I decided to toss one of those in a scroll case today. It will be fun to see what they do with that. Bring a saxophone to good players and they'll find a use for it. Talking about music instruments, we did have a new player today, who picked "Jazz Trombone" as his Talent. That shows the right attitude, I think. On the spot I invented the Annual Khazan Jazz Festival. Now we had a reason to party, and a nice setting for some fooling around and interpersonal action. Not every fantasy setting has its own Jazz Festival, I'm sure.
Good players also makes me want to highlight something else that happened tonight. When the players decided to go down the well to the roots of the volcano and the sea of lava, they did at all times make sure they had a clear line of retreat. Always make sure to have a line of retreat. Good old classic Gygax delving wisdom from the PHB.
Now the tavern our delving entrepreneur has built is almost finished. Whatever happens, hungry and tired delvers will have a way to get food and drink just outside the dungeon. Heartwarming, isn't it?