Roleplaying Games


Here’s a video of Operation Black Swan which effected the capture of “El Chapo” Guzman. It’s helmet cam footage and should give you a good idea of how to describe combat sequences in your game.

It’s chaotic even if you had a good plan. It’s loud and disorienting, even when you know what to expect. (It would be no different with swords and magic — fighting is loud and confusing.) If you want to get the feel of the thing, concentrate less on the number of 10′ squares in the room; no one is pausing to say “gee, this looks to be a 50×20′ room, I now know my fireball will do…”

You might even misdraw the map for the initial portion of the fight, then reapportion the dimensions as people move through and realize it’s bigger/small than they thought; drop things on them that “should have been visible” (really, what could you see in portions of that video that were well lit?) They blow a perception (or whatever you’re calling it) test and that guy/goblin/alien/whatever that was hiding pretty much in plain sight gets the better of you. Damn that wizard for flashing his damn light spell right in your eyes! Or crap, my large friend with the two handed-sword didn’t realize I was inside the arc of his swing when he cut that monster in half; or Johnny over on Team C was a bit out of position and you thought he was the bad guy…good thing he had kevlar on.

Make it murky, stressful, and confusing.

While working on the other post Blood on the Deck: Combat in RPGs, I had a paragraph I later pulled to tighten the focus of the article, but something about it stuck with me. Blood on the Deck talks about the centrality of combat in many RPGs and their adventures. That leads to the paragraph in question:

…[M]ost RPGs are analogous to action movies. There can be philosophy, and deep character growth, and political or social commentary, but in the end the monster is going to kill folks/the protagonist is going to throw down with the bad guy/the heroes are going to have to overcome the [pick your disaster]/or the crew is going to pull of that “one last job…” Depending on what the denouement is, that should be the focus of the rolling and the description in the game.

Action movies are about action. You dogfight the evil galactic empire. You find and kill the monster (and steal its treasure.) You find the big bad and throw down, preferably in a secret volcano base. But they’re not always about fighting, and neither do your games need to be.

If you are exploring, the big denouement can be climbing a mountain or escaping the avalanche. You could be navigating your ship through a particularly nasty maneuver near Jupiter. It could be the heist (with or without fighting) requiring climbing and sneaking and safecracking. It could be a car/horse/airplane/boat chase. This is the focus of the adventure

The focus is where the game should move in, get close to the characters emotionally, but also this should be where the most time is spent. The buildup to the focus can be interesting, but these are the things that — unless tied to the finale — can be glossed over with a “did you succeed or no” sort of roll. An excellent example of this in a movie is the recent The Man from UNCLE, which made some really intriguing choices in the action sequences. Most of the focus is on the character interaction, the action is mostly handled quickly unless it ties to the characters’ motivations. There is a sneak and peak scene at the Vinciguerra Yards. They need to find evidence of a nuclear bomb. Most of the action is to show the strengths and weaknesses of the skills and character of the two leads — Solo and Kuryakin. Once they find the bit of evidence, it’s a quick escape, followed by a boat chase/fight that we see mostly in reflections on the window of a truck after Solo has fallen off the boat and swam to shore. It’s funny and shows Solo moving from casual indifference to the people he’s working with to a grudging respect and desire to do the right thing. The fight is just there to help him get from Point A to B.

This might have been well emulated with a few tests to show the two PC’s skills: a stealth roll, a roll to defeat the fence, the door; a test to knock out the guard; a test to overcome the safe. A few tests to run away and exchange some shots with guards, then a some kind of discipline or willpower test for Solo while watching Kuryakin’s boat getting sunk.

By comparison, the raid on the bad guy castle is handled in quick, ’60s split screen that could have been handled with a single test to overcome the guards defenses. It’s not about the characters; they are part of a bigger action piece. It’s over very quickly, and the action slows and focuses of the two once they find evidence of the bomb and have to rescue Gabrielle, their MI6 partner. It’s about the people. In a game, you might run the basic raid as a contest of Tactics or a combat skill to lead the commandos, then slow down to do a few investigation-style tests, before launching on the bike/ATV vs. Jeep scene, where you would want multiple rolls to emulate the need to use the terrain to try and close on the escaping bad guy.

What’s the focus in your game or adventure? That’s where the players should be rolling to heighten suspense and give them chances to shine by doing things their characters would do. Is it a heist? A quick sneak test to climb the wall, get through the window, and past the guards unseen might do…but if the point is to rob the place, you should have tests that show that: a climbing test — oh, crap! the rain gutter is corroded!, another to open the window three stories up without falling, another to incapacitate or slip past the guard, another to crack the safe…

Is the character a “driver” — the final “fight” should be a car chase, using the environment to battle each other until the good guy escapes or best the other driver. Is the final objective for the character’s socialite to best her rival in verbal combat at a dinner and win the affection of Lord Stuffinpants? You get the picture — focus on the point of the story, and let the other stuff take a back seat.

Since the early days of role playing games, fighting has been a central theme or the specific purpose of play. This is no surprise for a hobby that grew out of wargaming — the simulation of warfare through the use of maps, dice, and complicated rules regarding the various elements of combat. Look at any game book pre-1990 (and even a few today), and you will often see combat takes up more pages in the rules than the basic mechanics of play: modifiers for range, for being prone, for fatigue or injury, for ammo or blade types, explosives and other area weapons, environmental condition, and on and on… Even in games that are oriented more toward social activities, you eventually get into verbal jousting. Some games go so far as to have mental “damage” you can take from a harsh word or brilliant insult.

In a game, in the end, it’s usually easier to search a room, drive a car, negotiate a price, or hack a computer system, than it is to pull a knife on a guy. Complexity ramps up the instant the fight starts, from the use of initiative (you don’t tend to have to throw dice to decide if you got the last box of Klondike Bars in the supermarket…but that kinda sounds fun, now that I think about it.) Some games look to limit this disparity in complexity. In Fate, you can have a simple challenge between players or players and GM — one roll to beat the two mooks guarding the door. You win the roll, they’re down and you’re in; you lose, take a complication or get “taken out” in some way. some are even more abstract.

The keys to a successful fight scene can be summed up by looking at the difference between two (recent) movies — Quantum of Solace and John Wick. Both have great action sequences…or should. QoS follows the Greengrass “Jason Bourne” style of close shots, quick cuts, and shaky camera action to heighten the sense of danger and confusion of a fight. It is a great way for a guy who doesn’t know how to shoot fight scenes to get a fast-paced, seemingly vicious scene on the screen. The choreography could be excellent, but you wouldn’t know it; your experience of the fight is truncated to claustrophobic space and frenetic movement — not unlike a real fight, where you are tripping over things, missing when you throw punches, bouncing off of people and things.

This method of description in an RPG is best handled by not using more than the most basic of maps, if that Descriptions of the space the fight occurs in should be short, pointed, and designed to either increase peril (that floor-to-ceiling window with the ten story drop outside, for instance), or for use by the character (“you land on the coffee table next to the heavy-looking brass lamp…”) The environment and the actions come into the character/player’s perception as needed to keep the action flowing. It is particularly good for certain kinds of large-scale combat, as well, where the character doesn’t have a complete view of the field, lacks a complete understanding of the objectives, and is being pummeled with the sensory input of war — explosions, smoke, dirt, blood, screams, panic — to the point where they focus too tightly on certain things. (The excellent initial scene of Saving Private Ryan does this very well.)

A game system that does this well is Fate: where fights happen in “zones.” Zones aren’t necessarily consistent in their scale, but are instead defined by a few bits of scenery (aspects) to give the environment character. Here, the players can use the aspect in ways that give the fight the quality we discussed above. Say your intrepid police are staging a raid. Two PCs are involved, and enter a large warehouse from different directions with their teams. Player A goes through a side door into Zone 1: “Cavernous warehouse” while Player B goes through the front door into Zone 2: “Small, cramped reception area”. While A might engage in a firefight with badguys on the ubiquitous “second story catwalks” and “sparsely located crates”, B must get past the tight doors and furnishings of the reception room to Zone 3: “tight corridor with small offices on either side” in which bad guys lie in wait. the ranges are tight and personal, and the details might be lost in the action.

The other end of the spectrum is the surprisingly good John Wick, which was made by stuntmen and film makers tired of the Greengrassian shaky camera fight scenes. All the fight scenes are beautifully choreographed, but still look fairly realistic. They are shot medium frame, so you can see what the hell is going on, and only dive to close shots to show injury or characters grappling. The environments are there to be used for the fight: the rack of something you can knock over to stall your opponent getting to you, or to distract/injure; the pool that you can fall into for the grappling underwater schtick; the stairs — so nice to toss (or get tossed) down your enemy; columns or crates to hide behind. The fights show the character thinking his way through the fight — prioritizing the closer or faster moving enemies for a quick, non-fatal gunshot, to slow them while he takes out the guy at the end of the hall, then returns to the closer baddie. Similarly, the famed hallway fight in Daredevil (the Netflix one, not the…shudder…) does something similar.

In doing combat this way, you’ll want to either give an excellent description of the fight space, or have a solid map for the characters to use, so that they can strategize their actions. This is the traditional Dungeons & Dragons approach: battlemap, minis, well-estabilshed scale. This would work particularly well for the above example of “Zone 1” — the massive interior of the two-story warehouse lets the character find a place to pause and assess before they leap in. A better map, showing the I-beam supports, the locations of crates or vehicles parked inside, the catwalks overhead, the stairs up, the location of the  tilting windows on the upper floor, etc. could be filled in to allow this player to have a more clear picture of what is going on than Player B in the dark, tight corridor with people spilling out of the offices on either side.

The key to describing combat in your game is to decide what the emotional and stylistic beats you want or need.

Need something from the ’60s with some style for a character that’s not the DB-5? We’ve got you covered with one of the more popular cars with the film and political stars of the period (Steve McQueen and Eric Clapton owned them) — the Ferrari GT250 Lusso.

1964_Ferrari_250_GT_Lusso

The Ferrari 250 GT California was already a huge success and the Lusso was the last of the 250 models, produced only for 18 months. It is a two-seater GT car with a 3 litre “Colombo” V12 making 250 horsepower and 266 ft-lbs. of torque run through a four-seed manual transmission. Under heavy acceleration, the motor tends to smoke impressively. Steering and suspension were good, but the brakes were…adequate at best.

The engine on the Lusso was positioned a bit further forward than in previous 250s and made for a very spacious cabin, and boot (complete with quilted leather luggage shelf.)

PM: +2   RED: 3   CRUS: 75   MAX: 150   RNG: 220   FCE: 2   STR: 6   COST: £3000 (in 1964), $2 mil (2015)

GM Information: The Lusso suffers a -1EF to Double Back maneuvers and Safety rolls from that maneuver due to shoddy brakes.

After a two week break to play some Hollow Earth Expedition, we jumped back into the action with our Battlestar Galalctica campaign. The rag-tag fleet had send a recon mission to New Ophiuchi to confirm that the Blaze was absolutely, completely, posilutely, irrefutably dead…and ran smack into the middle of a fight between a Seraph “Seeker” ship and a small fleet, and Cylons in basestar. The characters were captured, tortured, and escaped, and the fleet jumped to preserve their location security.

However, they had not confirmed that things were still copacetic on the ground, in the nuked, long dead city of Hecatopolis, where a shard of the TITAN — the ancient machine intelligences that had destroyed Mankind, recreated Man after a fit of guilt and created the Lords of Kobol to rule over them — was being “jumpstarted” by the Blaze months ago. This led to the final battle between the fleet and the Cylon/Seraph god.

Concerned about the Cylon activities on the ground, Athena leads a mission composed of herself, Nike, and Hermes (see early AARs for more on this) and a group of Seraph to check out Hecatopolis in a couple of raptors. They find a massive field of carnage, thousands of Seraph and centurions strewn for a quarter mile around the shard. They find a few Seraph survivors, and Cavil — the Nine who was resurrected despite resurrection being defunct (and an agent of God?) has a vision: He finds out the Blaze has “returned to that which made us all” and gets his instructions for leaving some f his brethren to spread the Word to the humans, members of the 13th Tribe that either never made it to Earth or left that world for here, that still remain on the planet.

At this point, they are aggressed by a company of centurions, backed by a stories-tall decurion “tank” and we get to really see the Kobolians in action for the first time. Two fo the players have characters — Hermes and Nike — that they are playing, and Athena is an NPC, more because she is so fleshed out I didn’t want to hand her off to one of the players. Athena leads a 10-man fire team against the toasters and cleans house over the space of 20 minutes or so, Hermes (leading another fire team of ten) and Cavil try to get the Seraph survivors to the raptors, and Nike uses her flight suit/armor (wings!) to provide aerial support. We got to see how the character design I put together for the Kobolians — specifically an Asset called PHYSICAL EXEMPLAR came into play.

To try and model these paragons of bioengineering, this asset apply to all physical tests, giving them a third die. In play, this means they are usually first to act, hard to hit, and deliver a hell of a wallop. For mental assets, they have a few that are tailored to show their particular specialities: Hermes is the MESSENGER GOD which gives a die to any influence or social type test; Athena’s GODDESS OF WISDOM adds to any Perception tests (where deduction and intuition, etc. are parked.) The result was their support got chewed up — 6 dead, about the same injured, of 18; the Kobolians blew threw the bad guys exuberantly, but could still screw up. Hermes stumbles at one point. He has a pair of jams on his gun back to back. Nike misses a perception queue. Athena flubs an athletics roll and cannot get to the people she wants to aid, but overall, these “super-assets” gave them a super-human, but not divine, quality.

In the end, they discover that the Seeker ship was the last of her kind, a museum of sorts to the early attempts to force conversion of the scattered human populations to worship of the Blaze. When the centurions revolted, a massive civil war rocked Kobol (prior to Galactica‘s arrival and the destruction of the planet by Athena) and a few thousand Seraph rescued their Kobol-human charges and fled to the stars. Now, Galactica is looking to find the other fleet and attempt to extend their alliance with the basestar, Unity, to this new group.

We also had some nice character vignettes — the new PC, Alala (a Seraph) and Boss, the CAG, showing concern over the very young pilot that was brutally maimed in their escape from the Cylon basestar, and Alala’s sudden realization that the humans had some worth. Boss handles her PTSD through work, and playing busybody in people’s love lifes, etc. She’s — we realized — the “Leslie Knope” of the BSG universe. The admiral (a PC) has an increasingly complex and frustrating love life, stuck between Athena and the Seraph commander, Tana.

Overall, the campaign has continued to be a solid, rich game that we’ve all enjoyed tremendously.

Rolls-Royce Dawn

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Still one of the most elite marques in the world, the Rolls is like a bespoke suit — tailored specifically to the owner that contracted its creation. The Dawn is the convertible version of the company’s Wraith, and includes hand-crafted wood and leather, combined with the latest in modern materials, design and technology. A color palate of 44,000 hues and shades assures that each model is a unique.

The Dawn is powered by a twin-turbo, 6.6-liter V12 powertrain producing 563hp and 575 ft-lbs of torque through the eight-speed automatic, Satellite Aided Transmission (SAT) that was launched on the Wraith. SAT uses GPS information to choose the proper gear for the car to have maximum performance at all times.

Commissions start at approximately $335,000.

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GAME SPECIFICATIONS:

PM: +1   RED: 4   CRUS: 80   MAX: 155   RNG: 200   FCE: 3   STR: 9   COST: $400,000

Need a cool base of operations for your bad guy — nothing too ostentatious, but a great set piece for that sneak & peak..? Here’s the dead sexy Plamer Johnson Yards’ 48m Supersport yacht…

KHALILAH_Hi-3664

The 48m has a beam of 11m (158.4′ long, 36.3′ wide for you imperial units types) of hull and superstructure made out of carbon fibre and aluminum, giving it a gross tonnage of 490Tn. It is pushed by two MTU 16V 2000 M94 engines which get the beast up to 32 knots and gives the 48m a 130 hour range at normal cruising speeds of about 10 knots, this is halved at full speed.

Inside this futuristic hull is a seven meter tender speedboat, a 13m long main salon, 105 square meters of aft deck space, 31 square foot sun deck, and a 6x11m main cabin with floor to ceiling windows. There’s space for 12 passengers and nine crew members.

KHALILAH-3183

KHALILAH-3217

GAME SPECIFICATIONS:

PM: -1   RED: 4   CRUS: 10   MAX: 32   RNG: 150   FCE: 35   STR: 1470   COST: ~ $50 million (est.)

And the deck plans…

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GA2

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I already did a review on the latest version of Space:1889which uses the Ubiquity engine from Hollow Earth Expedition by Exile Games. Since the review was done, Chronicle City apparently lost the rights to the English language version of the game. (I never got the hard copy of the game and conveniently CC didn’t tell me, but he sure as shit cashed that check, didn’t he..?)  However, the excellent folks (despite their umlaut fixation) over at Mödiphiüs have gotten the books in and are selling them now.

This publisher has brought us Sarah Newton’s massive Mindjammer game using Fate, as well as the Thunderbirds board game, the popular Achtung! Chthulu and recent Call of Chthulu lines. So give ’em a look if you are interested in the return of the original steampunk (gods, I hate that term!) game setting…but with rules that work.

I’m already out $50 for a book I never got, but I am considering dropping more coin on the faux leather edition for my favorite game setting ever.

Runeslinger brought up an excellent question while chatting about my Reusing Stories post. He remarked that it was nice to see some Hollow Earth in my Hollow Earth Expedition game. Like me, he had avoided that obvious bit of faux science that — while a popular theme at the time — is utter rot.

In this case, I’ve got some ideas for why the hollow earth exists in our game that doesn’t cause the obvious issues dealing with gravity. Or common sense. But more on that at another time.

It got me wondering, however, ow many people that play Exlie Game’s Hollow Earth Expedition actually set adventures in the interior of the planet? While I suspect we’re unlikely to get many folks opining in the comments section, I’ll open this up to any reader — if you’ve run the game, did it include that setting; for those who haven’t played HEX, if you were going to run a ’30s pulp game would you consider using the hollow earth as a setting or McGuffin?

[This post is aimed at role playing games, but could just as easily apply to any kind of storytelling effort — books, TV, movies, whatever… SCR]

There’s a kind of GM that I tend to be wary of, and that’s the guy that — when you decide to join up with his/her game — that, during character creation, slaps down the campaign bible for you to read. It’s rarely concise, I’ve found. The worst case was the 80 page tome that we were assaulted with in a D&D game in the early ’80s. (This same game saw the GM give the sole female character a female cleric who was also mute…you can make a lot of assumptions about his personality from this, and you would be correct.) There are plenty of other examples of this that readers could comment on (especially if they’re amusing anecdotes — please do!)

In some ways, the background chapters of a game’s rulebook serve this purpose. Some of them are a few pages; some of them are 80 pages of material…hopefully split between some appropriate rules to give you a break from the faux history lesson. And there in lies the rub — how much about your game world do you need to know from the get-go? Say you are playing D&D and your characters are 1st level whatevers meeting to slay a [monster] that is harassing the town of [town.] Do you need to know that much about the politics and history of the place? Or can this be revealed as needed? Or if you are running a cyberpunk/dystopian future set in some nameless (or not) American city, do you need to know about the politics and companies of deepest Russia..? Probably not.

As with everything, especially when starting out, KISS (Keep It Simple Stupid). Don’t overdo the exposition, or even the setting depth until you have an idea of what will interest them. (An exception to this rule might be the city-building rules in the Dresden Files RPG, in which the players and GM collaborate to make their setting.)

Here’s a good example of creating an interesting setting without too much exposition — better known as “show, don’t tell” — Blade Runner. Why does it rain all the time? The assumption of viewers is some kind of climactic event. Reality: Ridley Scott thought rain and steamy street grates was romantic and noir, and allowed them to hide subtle redresses of the street set. Why are so many animals artificial? Again — seems to suggest some kind of issue of climate or ecological collapse. Develop the setting through description, not “in the year XXXX, something happened which created…”

Now, with the setting established, it’s time for characters. Again, do only what you need. If you’ve ever seen a series bible for a TV show, it’s usually somewhere between six to 12 pages and identifies the important elements and characters of a show for that first few episodes or first season. Basic stuff like Steve Brannon [Lead] is a 30s something adventurer from New York City who has been all around the world. World weary, he is quick with his sharp wit and his fists, but he tries to eschew the gun. He is a war veteran who doesn’t talk much about his experiences, but it is obvious that they wear on him…

That’s a quick, simple thumbnail that gives the actor his initial “in” to the character. War vet, smart and witty, but maybe with a bitter edge. His propensity for punching out bad guys and assholes means he’s tough guy, but his reticence to use a gun means he’s suffering from guilt over his action in the war(?) You have enough to know how to play him (in an RPG, this is the player), and the writers have enough to flesh out (in an RPG, this is a collaboration between the GM and player as the game goes on.)

In our games, we usually like enough of an established backstory to give the players hooks and ideas of how they got where they are. This act like a series bible entry and can be as simple as the above, or this example of a character background from one of our pulp games:

Born 23 May, 1904 in Hoboken, New Jersey to the curator of the New York Museum of Natural History, Thomas Drake, and schoolteacher Margaret (nee Singer) Drake, Hannibal is the oldest of two boys.  He was raised in suburban New Jersey, with a view of Manhattan from their family home.  He would frequently travel into the city with his father to the museum, or to see shows.  He was an athletic child, with a fantastic ear for accents and languages — he quickly picked up some of the local languages from the immigrant families in the neighbor, and was fluent in Italian by his teen years.

The museum trips and his fascination with dime novels and comics books as a lad, honed a sense of adventure in the young Hannibal, and he was eager to get out into the world and make his mark as an explorer.  As a teen, he took an interest in motorcycles — cheap transportation that didn’t require him to ride the train or bus.  He helped Mr. Pritchard, the local mechanic with his motorcycle shop, eventually buying himself a 1921 Indian Scout that he only recently replaced with a 1930 Indian 101 Scout.

He attended Columbia University — his father’s alma mater as a legacy admission and studied foreign languages, where earned a doctorate in languages, and while pursuing that degree, took a course in archeology that led him to take a second degree in that field, as well (the two have many of the same course requirements, allowing him to finish faster.)  He is a specialist in ancient Central Asia — ancient Chinese, Aryan, and Turkic civilizations.  His graduate advisor was Dr. Sydney Lowell — himself an expert in Middle Eastern and Central Asian cultures and histories.

His father lost quite a bit of money in the stock market in 1929, leaving the family fortunes — slim as they were — destroyed.  Hannibal had to finish his doctoral work by getting positions as a graduate assistant on digs in Egypt and in China until his graduation, and along the way picked up a few friends in the antiquities market.  He made extra money selling valuable trinkets to these people, enough to finish school and gain a reputation with some of the archeological community as a grave robber and scoundrel.  Dr. Lowell — himself old school when it came to having some of his finds make their way to museum and personal collections by shady avenues — stood by the young man. In 1934, Dr. Drake started traveling extensively on a grant from his new home as an adjunct professor of archeology at Columbia, a position he wouldn’t have gotten without the aid of Dr. Lowell.

His father is now dead of emphysema, and his mother is working away as a school teacher in Hoboken.

Just shy of 500 words — about a page of background in the right 10 point font. (And almost a third of this article…) In this case, the backstory is probably a bit too much, but this was the “lead” in a pulp campaign, and the player wanted him fairly fleshed out. How much of it came to light in play..? Only that he’s a bit disreputable, is an adjunct professor at Columbia, and that he mom is still around. In play, we saw his love of motorcycles, and his dodgy connections in the antiquities markets.

A good rule of thumb is, if some bit of background hasn’t been revealed, change it as needed to fit the way the character and story is developing. Maybe his parents never came up and the GM forgot the father was dead…if the player is amenable, he’s not. Run with it. (I’m also a fan of letting the players adjust their charaters’ stats after the first adventure or two, to reflect how they are played, kind of like how characters or TV shows change from pilot to first season.)

As with everything, keeping it as simple as needed to run quick and clean is an excellent rule of thumb.

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