Friday, January 26, 2007

Sometimes Fights Just Stop

In D&D as I have known it for 20+ years most combat encounters go to a definite conclusion, mostly the death of one side in the conflict. Sometimes a member or two of the losing side is captured. Occasionally one or more losing combatants get away, but this can be very hard for the GM to orchestrate. Many players are absolutely determined to let no one escape the slaughter.

In earlier incarnations of D&D we had useful, crunchy morale rules. The 1st edition Advanced rules were messy, like most 1st edition subsystems. But the 2nd ed morale rules and the Basic/Expert version were very useful mechanics. These morale rules combined with my groups tendency to not use a tactical display allowed for a lot fights to end with 'and the rest of orcs run away, never to be seen again.'

I'm not a huge proponent of 'realism' in my dungeoning and dragoning, but sometimes I think the tendency for D&D combats to turn into total slaughters is a tad bit too video gamey for my tastes. As the title goes of the post goes, sometimes fights just stop. I don't spend a lot of time studying real violence, but I've seen examples of brawls where the atagonists trade some punches, scuffle a bit, and then just quit fighting. Whatever psychological energies led the parties to blows had been expended, and the tusslers just stopped. And whole wargames (I'm thinking particularly of Sniper!) have been written about the skirmishes in war where two forces meet unexpectedly, trade some gunfire, and then one or both sides just leave.

Fiction is chock full of these sorts of conflicts as well. Comics are chock full of stories where the first act involves an unsatisfactorily concluded fight with the villain or his henchmen. Or think about the light sabre duels in Star Wars. Qui Gon's first encounter with Darth Maul and Luke's with Vader were both inconclusive. Well, Luke got a severe ass-beating, but I think you see my point. No one died and, more importantly, the narrative tension between the combatants was not released. Sometimes this combatus interruptus is caused by one of the parties ending the combat intentionally, other times circumstances align to make continuing the fight no longer viable.

So I think I've got two intersecting issues here. First, from a strict realism argument, more badguys should run away or surrender than I've normally seen happen. A simple morale rule would help here. Something like the old Basic rule, where every critter had a morale stat and you checked at first blood and 50% casualties, but without inventing a whole new stat. Maybe a DC 15 or 20 Will save?

The second issue is basically looking for a way to build dramatic tension by delaying gratification. We all know that the villain getting away is set-up designed to make finally nailing the bastard all the more savory. Yet played by the book D&D (and many other RPGs) either makes it hard for the villain to get away or else makes it really, really lame, such as the kind of game where every master villain always teleports out of danger.

I've seen a couple mechanical solutions to this problem over the years, but not many. The original Marvel Super Heroes game allowed master villains to spend some Karma (that game's version of Luck Dice or Fate Points or whatever) to get out of jail free. As long as the villain had the unspent Karma, he was pretty much immune to capture. I thought that was a pretty slick design decision, especially in the comic book superhero genre, where recurring villains are the standard. Eden's Buffy the Vampire Slayer rpg gives players more Luck Points (or whatever they're called) whenever the GM pulls stuff like blatantly escaping the villain by fiat. Both of these a pretty good solutions, I think. Especially if you allow players to spend their own Nifty Points to prevent the bad guy from getting away in the next encounter. S. John Ross' Risus neatly solves the problem by making the fate of the defeated the choice of the victor. Given the general comedic bent of the game, most foes end up humiliated rather than destroyed.

But here's my own idea for villain escapes: time limits on preliminary encounters. Here are the examples I came up with when I discussed this problem with Stuart. The basic idea is that fights have a limited duration, after which the GM (or a player, if you're playing that kind of game) narrates some sort of ending.
Okay folks, you have 2d4 rounds to play out this prison riot before the guards totally shut the fight down. Go!
-or-

Here's your challenge people: If you don't bring down the big bad in 5 rounds he is totally going to get away.
-or-

Time's up? Well, dang. The house in on fire, right? Howzabout falling timbers separates us from the baddies?

Do you see the advantages to this method? Without any real mechanical alteration you make it easier to build up to that final confrontation with the Big Bad via a series of brief and unsatisfying encounters. And you can totally pull off cinematic stuff like the fight ending because the ice over the river breaks up or the volcano erupts or whatever. I'm not saying every encounter needs boundary conditions and a scenery destroying ending, but used judiciously this technique could really punch up a game. As much as I like the overall concept, I wouldn't pull this crap every session because it would be a little too railroady for my tastes. And none of my NPCs are so precious that every one of them needs a chance to get away. I build those creeps specifically for the PCs to beat down.

Thursday, January 25, 2007

The joys of ROM #24, part 1

The same week I scored some Team America I also got a few issues of ROM: Spaceknight, another Bill Mantlo scripted mind trip. This one features a trip to Xandar, the world that is home to Nova and the Champions of Xandar, a sort of also-ran space super-team that was eclipsed by the more popular Guardians of the Galaxy. Though Nova himself has had a recent relaunch that some people are saying is cool. Anyway, issue number 24 of ROM includes one of those great old D&D ads that was itself a comic strip.

Click on the thumbnail to awesome-size it.

Wednesday, January 24, 2007

Players: Please Connect the Dots

Here's a handy tip for any player in a game run by a non-jerk GM: Don't make the enigmatic figure behind the screen guess what you are trying to accomplish. Sometimes the GM is mentally juggling more stuff than is immediately obvious. Do yourself a favor and connect the dots for whoever is wearing the viking hat.

Last night was the second session of my new Sky Pirates of Eberron campaign. We still have a lot of kinks to work out but in general I think things are going swimmingly for the early stages of a new undertaking. The players were in the local equivalent of the Mos Eisley Cantina when a Warforged hauled ass out the front door, a bunch of cops following fast on its metallic heels. On Pat's move his Warforged Warlock (mentioned previously) sauntered over to the front door and casually vented all its waste orifices*. I dutifully drew in a little pool of urine and feces on the battlemat, but I was not able to figure out where Pat was going with this.

Pat was trying to use his character's own bodily wastes as an impromptu 'oil' slick, hopefully tripping the policemen and halting their pursuit. Normally I would have picked up on this. I've been gaming with Pat for over a decade and I have some ideas how his sick mind works. But at the time Pat was pulling this stunt I was busy doing something I almost never do in D&D. I was actually trying to manage a plot, what with factions and agents in the field and hidden agendas and clues and everything. Maybe to the players this encounter looked like little more than another Friday night at Bob's Country Bunker, but in my head there was a helluva lot going on.

If Pat had simply said in passing "Let's see those coppers try to catch that robot now!" then I would have been a mensch and come up with on-the-fly rules for slipping on robo-shit. As it was his efforts were wasted because the GM didn't have a clue. Now mind that this advice won't work if your GM is the kind of dillweed that will use your intentions against you. For that situation my advice is to get a new GM.

*Warforged biological functions and anatomy was the subject of much pre-session banter. I ruled that since Bluff is designated in some Wizards' book as the correct skill for seduction, therefore Warforged who took ranks in Bluff at 1st level would be built with genitalia. And like Mr. Data, they would be "fully functional". Little did I know where that conversation would lead me.

Demons 6 & 7

These two are Homestar Runner fanart of minor recurring characters. The little green dude is The Goblin, who lives under the old '74 Gremlin in the woods. He does a great little dance. The other dude is Rumble Red, the sensational character find of Nineteen Aught Eleventy Twelve. He's Old Timey Homestar's Great Gazoo figure. Follow the wiki links on the character names to see the originals. I did both of these without a reference. Rumble Red turned out pretty good, but the Goblin is kind of a mess.

Tuesday, January 23, 2007

Behold, Wrestling Society X!

I got this item from Pro Wrestling Blog, but the original report comes from PW Insider. Wrestling fans can see the premiere of Wrestling Society X this Friday at 11pm Eastern on MtV. After the Friday night 'sneek preview' the show is scheduled to be on Tuesdays.

Wrestling Society X is a new wrestling federation that looks to take the Attitude Era and put it through the MtV media blender. I expect it to be awful, but I plan to find out myself. Vampiro is on the roster, so that's cool. Then there's the brother who calls himself the Human Tornado. I'm always a sucker for a Dolemite reference. And then there's this dillweed:

Nice shirt.  I take it this is your first time on television.

How can you not want to see this guy get a beatdown?

Monday, January 22, 2007

Mighty Works of Moldvay

Tom Moldvay is one of the great unsung talents in the RPG hobby. I can't really tell you anything about Tom Moldvay regarding his biography or personality or anything like that. All I know about this guy was that everything he touched turned to awesome. Let me tell you a little bit about 5 books he worked on.

D&D Basic Rules (TSR, 1981)

Regular readers know that I started with these rules and that I simply cannot stop telling people how awesome they are. Tom Moldvay took the great start J. Eric Holmes had made with the original D&D Basic rules and distilled down to the awesome and then re-fleshed it out. I prefer Moldavy's edit not just for nostalgia reasons. The earlier Holmes version is still pretty crude while Mentzer's '83 edition kinda talks down to the reader. Moldvay's version is a sleek ass-kicking machine. Also, Morgan Ironwolf rules.


X2 Castle Amber (TSR, 1981)
I've had this module for years but I've not run it... yet. Based extremely loosely on the Amber novel series, this is one of those morks that annoys the crap out of people who demand 'realism' from their modules. But it is chock full of gonzo adventure. This is one of those great modules that you can just fall into and never get out. What I mean is that you could base a whole campaign on the plot threads contained within its meager pages.

Lords of Creation (Avalon Hill, 1983)

I've written about this game before. If you like wild and wooly multi-genre dimension-hopping madness, then this game is right up your alley. The rules are easy and clean. The various magical, technological, and psychic powers look like a hell of a lot of fun to play. And the skill system is one of the best I've ever seen. Folks looking for gritty resolution mechanics would do well to keep on looking, but if you interest is more along the lines of enabling whacky adventures, then look no further. This is the only skill system I've seriously considered adapting to Classic Traveller play. And the three modules that came out for this game are non-stop freak-outs.

The next two items are Moldvay works I do not own, so the info I'm passing on to you is second hand. Both are collector's items. And despite having a room in my house devoted to games, I don't consider myself a collector. I don't buy games based upon collectibility or rareness or resale value or crap like that. Up until now I've been too cheap to pay collector's prices for these babies. But I thought I would pass on what I know.


Seren Ironhand (Challenges International, 1986)

Holy crap, that cover is awesome! What adventurer worth his salt wouldn't want to visit that place? Seren Ironhand was meant to be part 2 of a trilogy of Moldvay written 3rd party modules, but neither the first nor last installment were published. Weird. Copies come up regularly on eBay, usually going in the high thirty or low forty dollar range. The same dude is always selling, so I assume he has a case of them he's trickling out. According to the non-TSR xD&D item list hardcore D&D collector James Sinks (he wrote the list of TSR products most collectors work off of nowadays) considers Seren Ironhand to be the best module he has ever seen.


The Future King (publisher and date unknown)

The cover pic is my sole source of info. I can't even tell you if this is a game or a module or what. But with Bruce Lee, Doc Holliday, Nostradamus, and Cyrano DeBergerac on the cover, how can this not be the coolest thing ever written? I really need to plonk down the money to get myself a copy of this thing. The prices at the one or two places I've seen it for sale make it a better prospect than getting Seren Ironhand. UPDATE: Found an old review!

Saturday, January 20, 2007

Five from my bookmarks

Monty Python & The Holy Grail, Scene 14 - This one goes out to Stuart.

Kibo's sig - Anybody else remember Kibo?

random sci-fi adventure generator

Lankhmar geomorphs - the best part of the old 1st edition AD&D Lankhmar book

The 95 Theses of Geek Activism