Monday, March 30, 2009

Designing for Generational Campaigns: Part II Combat

Previously I provided a overview of my ongoing Fantasy Campaign, which is in a style I call Generational.

There I mentioned that one of the requirements was seamless play, where characters of different generations adventure together and overlap in play without skips in tiem. This was a requirement driven by much of the fantasy fiction that I favor. In Lord of the Rings for example, completely unexperienced hobbits find themselves fighting alongside much more experienced characters. The same very much applies to my other favorite series The Chronicles of Prydain.

Naturally I wanted to recreate this in my table top fantasy world. However back in 1980 this wasn't an easy task, and I note that even today it is basically unheard of.

One of the primary problems is having low and high level character on the same battlemap, and having the low level ones both matter and yet able to survive the encounter. Most rpg combat systems won't allow this, at least if you follow the rules and suggested play styles.

To use D&D as an example- the earlier editions were based upon what is primarily a resource management style of play. Everything from HPs, to number of spells, to magic items, potions and scrolls all played an important role- and frankly high level characters have such things in great numbers and low level ones don't. Add in 'skill' related items (such as THAC0) and things only get worse. Even 4th edition shows the same issues, although to a lesser extent.

Having high level character 'twink' low levels with scrolls and potions wasn't a solution. It was counter-genre and thus undesired.

The simple truth is that anything resource management based (and where resouces increase with character advancement) is unsuitable in direct proportion to its amount of resource management. Such a combat focus is unworkable for my desired style of play. Thus I needed a system that was more focused on maneuver rather than resource management.

By removing much of resource management and adding maneuver (battle maps, facing, multiple target bonuses, terrain, stunning, etc), one changes the dynamic of combat. In this way any character could be placed in danger from lesser foes by means of position or numbers. Thus lower level characters could guard a great hero's flanks, and/or engage opponents that might be a danger from due to their numbers.

The GM and world design has an impact here as well. In contrast to a group of 5th level encountering 5th monsters- the switch is made to a group of 1st to 7th levels encountering foes of 1st to 7th levels (or even perhaps 1st to 3rd as numbers now matter more).

This has the additonal benefit of being more representional of the source fiction as well. And it's always great in game design to hit two targets at once.

4 comments:

jamused said...

I basically agree, but I'd like to point out that Frodo was twinked out by Bilbo with a magic blade, a mithril shirt, and a ring of invisibility, and was then further twinked by Galadriel with an Elven cloak and a phial filled with the light of the Star of Earandil. And even Eilonwy turned out to be carrying around the Golden Pelydryn...

Gleichman said...

The gifts from Bilbo have the air of a twink. But in fairness that occurred quite the ways in, after they left home and reached Rivendell. In Age of Heroes terms, it would have been brought at character generation as 'rightful owner of an artifact', although this was a generous GM in a way...

The others are more like things gained in the adventure, with many given to the more experienced characters as well. Some also gained their own items.

Eilonwy brought the Golden Pelydryn with her background points in Age of Heroes. A combo of 'unknown background' and 'magic item'. It started as just a light generator, and unknown backup give it more significance as the adventure continued.

I love my home grown rules :)

Wickedmurph said...

Neat idea. So many classic fantasy novels use this sort of set-up that it's a good fit for a fantasy RPG setting. I love the Chronicles of Prydain too. I've based a lot of my homebrew campaign setting around the celtic/welsh mythology that Lloyd Alexander used for Prydain.

I'd love to have a look at the homebrew rules you use with an eye towards applying them to the setting. I like 4e, but it just doesn't work for a low-magic, low-tech setting. Or are you saving the stuff for publication?

Gleichman said...

@Wickedmurph: You may get the chance some day.

I'm not all fired up about publishing it, but I may do Print on Demand at Lulu someday and give out the link for those interested.

You'll likely hear about here if it ever happens.