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September 17, 2005

Combat On The Mind

I have combat systems on the mind.

Over the last week, I've played through combat scenes in the same setting (In Nomine) with two different systems: GURPS, and the original In Nomine rules. The former's combat system is often criticized for being too complex and detailed, the latter for being clumsy and too slow. In both cases I was playing a character who specialized in combat, against someone else of the sort. The fights played out very differently, mechanically; in GURPS I was choosing options on All-Out Attacks or deciding what to parry or dodge, while in In Nomine it was mostly a matter of attack, dodge, attack, dodge.

And both were marvelous fun.

It wasn't just GM style, though credit for an entertaining fight certainly went to the GM in both cases; the two GMs had radically different styles for dealing with combat. (In GURPS, I would declare my general course of action, roll for it, and then the GM described the results after checking on the NPC's response. Over with In Nomine, the GM told me if I was succeeding or not after the roll, and then had me describe what my PC did.) It was having entertaining characters, and keeping things lively, and feeling like the fights mattered.

...which of course makes me wonder about combat systems. How much fun in a game's combat comes from the system, and how much from the situation? It can't entirely be situation, because I know there are combat systems I find deathly dull, both on the so-easy-it's-fast and s0-complex-it's-slow sides of things. It can't entirely be mechanics, or I wouldn't find such different mechanics satisfying.

All of this is a verbose way of saying I'm re-examining the combat rules in my long-languishing game system with a new eye to what actually makes them fun. I find it elegant to make the social and physical and mental combat rules precisely parallel, but will this be satisfying or make them all feel the same? I prefer abstracted combat results that the players can then detail as they like, but will this frustrate people who want the game results to suggest complexities on their own? Do the rules for regenerating social points give people more room to strategize, or only clutter things up?

Or maybe I'm making it all too complex, and I ought to go back to something...simple.

GM: *rolls* "You're under attack! Roll your Not Losing Fights skill!"
Player: *rolls* "Okay, I want to attack back, too."
GM: "Fine, roll your Winning Fights skill." *rolls NPC's Not Losing Fights skill*
Player: *rolls* "Woo! I won!"
GM: "Good, good. Now, let's keep moving, we have a conversation to get through, and I'm using the Advanced Conversation rules this time, so you can't just keep using your old taunt-apologize tactics."

July 11, 2005

Truth & Justice

My friend Chad has just announced the release of his new superhero RPG, Truth & Justice!  I think Chad's press release says it best:

Building on the Prose Descriptive Qualities (PDQ) system used in other ASMP games like Dead Inside and Monkey, Ninja, Pirate, Robot: the RPG, Truth & Justice (T&J) has been streamlined and chromed-up for superheroic flexibility, simplicity, and speed.

T&J focuses on how capable the character is in the context of a superhero story-game, emphasizes quick and flexible character generation, and offers different levels of task resolution to let you detail the encounters that really matter.

Three sample settings are provided for superhero campaigns: become the champions of Drakesville when its signature hero gets promoted to the majors in "Second-String Supers"; navigate the twisty path between altruism and selfishness in the futuristic world of "SuperCorps"; and change the world for the better in "Fanfare for the Amplified Man."

Atomic Sock Monkey Press, Chad's publishing company, is offering a preview of Truth & Justice, as well as the 36-page T&J supplement Dial S For Superhumans, absolutely free, so stop on by and check it out.

May 08, 2005

One of these days

...Fade will post something of her own. 

Until then, I am posting something of her own!  (Moo ha ha.)

I encourage the four of you to check out Fade's Fallen Novalis writeup for In Nomine.  I mean, if you like that sort of thing.  And haven't already seen it somewhere else.

Continue reading "One of these days" »

October 26, 2004

Metaplot?

So here's a question for all four of my readers: What is metaplot, and is it a bad thing?

Continue reading "Metaplot?" »

October 24, 2004

In the beginning...

...there was the Blog.

I'm never sure what to say in introductions, so bear with me.  This is at once a conceit and an experiment; my goal is to discuss the design of games (primarily hobby games like role-playing and card games, but also occasionally board, video, computer, and miscellaneous games) and to chronicle my development as a game designer. In addition, at least at the beginning, this will showcase the design of both the system and the setting of a new role-playing game I'm creating.

This is not a diary; if you're looking for Day In The Life posts, I have a journal for that sort of thing.

Let's see if this is as interesting as I hope it will be.