Monday, April 29, 2024

Momentum Initiative: because combat can be strategic *and* fast!

The Initiative discourse is doing the rounds on Twitter again, but rather than chime in with a thread, I opted for something a little more permanent. Still, this will be a quick one!

Let's get the obvious out of the way: individual initiative feels like what @SprintingOwl aptly named dice clog. Side-based initiative, meanwhile, tends to sacrifice some tactical depth for speed. Popcorn initiative, while cool, can be easily abused. All of this has been discussed to death, but what about solutions?

Personally, I'm fond of what I've taken to calling Momentum Initiative. It's pretty simple:

• At the start of each round, roll a d6 to determine which side gets to act first (1-3, it's the PCs, 4-6, it's the enemies).
• If the player characters got the first round, they get to pick which PC will act first. If not, the Referee picks an enemy to act first.
• Whoever got to act first will then pick who goes next, regardless of side — a PC could pass the torch to another PC or to an enemy, and vice-versa.
"Wait a sec, V.V.", you might be thinking, "that's just a mix of popcorn and side-based initiative!". And hell, you'd be right... that is, if it wasn't for The Twist below!
• All enemies start the combat with a number of Momentum charges equal to their HD.
• Momentum charges can be spent to 1. act immediately, 2. inflict Disadvantage to an attack roll, 3. activate powerful abilities*, or 4. take an extra action at the end of the round.
• Enemies regain charges when 1. they get a critical, 2. they kill a character, 3. they succeed in a morale check, and 4. when they are attacked by multiple PCs in succession. Only a single charge can be recovered each round, no matter how many times this is triggered. Enemies can never have a higher number of charges than their HD.

The addition of Momentum is meant to prevent the players from abusing popcorn initiative and turning it into just another version of side-based initiative. In my experience, this actually gives them an incentive to avoid ganging up on a single enemy, lest they fill them with Momentum charges. 

Now, one might argue that these Momentum charges are yet another thing for the Referee to track, and while that is indeed true, the tactical depth they add to combat can be worth the extra bookkeeping. Besides, if you're already tracking HP, this shouldn't be such an increase in cognitive load, anyway.

* I'm very fond of making a d6 list of possible actions an enemy might take in combat, which usually includes lower odds for activating specific abilities than for attacking or doing some weird, enemy-specific shit. Momentum allows enemies to spend charges to trigger these abilities whenever they want, though, bypassing the bad odds. If you're not using anything even remotely similar to this, please ignore that option!

Friday, April 12, 2024

Better Rules for Maritime Adventures

To be brutally honest, I don't think I've ever read any OSR/NSR rules for naval combat and seafaring turns that didn't feel like a) they belonged in an ancient wargame or b) the designer's heart just wasn't in it, and they just wanted to get over and done with that part of the game as soon as possible. And as a fan of vikings and pirates, I always felt like this was such a disservice to something that could be just as fun as regular overland travel or dungeon exploration, both of which have been done superbly in several OSR/NSR games. 

The great thing about the OSR and the NSR alike (I'm still trying to figure out whether there really is a need for such a distinction, but I digress), though, is that when something hasn't been made yet, there's this strong encouragement to go ahead and do it yourself. So I went and did exactly that. Now, the title is presumptuous as hell, I know, but I really do believe these rules are pretty cool. They were heavily inspired by classic dungeon crawling procedures (such as OSE's) and by Apocalypse World 2e's vehicle rules and moves — a weird combination, for sure, but then again, most of my stuff is a mix of classic OSR and PbtA anyway. 

Time to dive in, mateys.

BUILDING YOUR SHIP

All seafaring vessels are described through the following attributes: Size, Speed, Handling and Hull. By default, every vessel has a score of 0 in these attributes. A ship’s Size category also affords it with a number of Armaments and Improvements, as seen below.

Size 0: Boats or rafts, for example. 1 Improvement, no Armaments.
Size 1: Small longships or sailing ships. 2 Improvements, 1 Armament.
Size 2: Transport ships or small galleys. 3 Improvements, 1 Armament.
Size 3: Large longships or sailing ships. 4 Improvements, 2 Armaments.
Size 4: Large warships or large galleys. 4 Improvements, 3 Armaments.
Size 5: Heavy warships or longships. 5 Improvements, 3 Armaments.

Any ship larger than Size 5 gets +1 Armaments for each number above that. Armaments can always be traded for further Improvements, and vice-versa.

Improvements are used to increase the ship’s attributes (except Size). Aside from its use in naval actions, Speed is also factored as an abstraction of how many hexes (or how many increments of 6mi) a vessel can cross in a day. Much the same way, Hull can be used as an abstraction for the ship’s maximum number of passengers and its cargo limit, with each point of Hull counting as 10 to 50 passengers (crew included) and 20 to 100 tons at most.

For the purposes of naval combat, Size counts as Hit Dice and should be rolled to determine the ship’s Hit Protection. Armaments start at d6 damage, but one can spend an Improvement point to increase that damage by a step. Speed is used to determine combat Initiative, and ships with the same Speed rating act simultaneously. Speed can also be used to determine the amount of squares a ship can cross in a combat grid per turn, if one is being used.

NAVAL ACTIONS

There are a number of actions a ship’s crew can take during their turns at sea. These actions can be undertaken by any member of the crew, but it is a good idea to assign functions among the party, such as captain, boarding leader, navigator, engineer and quartermaster.

• Undertake a journey: For each six miles of travel, the crew should make the following checks: Dexterity, to deftly keeping their ship on the right path, Wisdom, to properly determine what path that is, and Charisma, to keep all spirits high.
Failing any of these checks results in a 2 in 6 chance of triggering an encounter (DEX or WIS) or an event (CHA). In addition, failing the Dexterity check also halves the distance traveled, while failing the Wisdom check has a 2 in 6 risk of leading the ship the wrong way (roll a d6 to determine direction: 1. north, 2. northeast, 3. southeast, 4. south, 5. southwest, 6. northwest). 
Encounters should be rolled on an appropriate maritime encounters table, while events function much like a normal encounter, but with a table of situations pertaining only to the ship’s crew and their circumstances.
 
• Navigate perilous seas: In order to safely navigate troubled waters or obstacles, a crew member must roll under either their Dexterity or Wisdom, whichever is higher. They subtract the ship’s Handling from the result.
 
• Attack: When naval combat is initiated, the crew can make one attack for each of their Armaments. Crew members operating ballistic weapons must succeed at a Dexterity check, while ramming requires a Constitution check from the navigator in order to prevent their own ship from suffering any damage. Unconventional weapons such as Greek fire should trigger Wisdom checks. 
Although the brunt of the damage is always suffered by the ship itself, the enemy vessel’s crew always has a 2 in 6 chance of individually suffering half of the total damage dealt to their ship.
 
• Defensive maneuvers: When trying to avoid or minimize the effects of an enemy ship’s attacks, the navigator can check Dexterity to outmaneuver the attacks, or Constitution to bear the brunt of it. Succeeding at a Dexterity check ignores the damage entirely, while succeeding at a Constitution check halves it and eliminates the possibility of damage spillover to the crew (2 in 6 chance of individually suffering half of the total damage received by the ship, as above).  
Defensive maneuvers can also be used to avoid boarding. To do this, the navigator must pass a Dexterity check.

• Board: All it takes to board a ship is being close enough to it and passing a Dexterity check (done by the navigator). Once a ship is boarded by a crew, maritime adventure rules cease to be the focus, being replaced by regular combat procedures in the case of a fight or by a diplomacy challenge.

• Emergency repairs: When plugging holes, tying ropes or putting out fires, a crew member can check Intelligence to devise a workaround for the ship’s current maladies. Succeeding at that check restores d8 HP to the ship.

• Overtake & outdistance: When trying to overtake or outdistance a ship or sea creature outside naval combat, the navigator checks Dexterity if relying on their vessel’s Speed, or Wisdom if betting on its Handling. They subtract either Speed or Handling from the result.

SAMPLE SHIPS

Below are some examples of ships built with these rules.

Skeid longship

Size: 3
Speed: 2

Handling: 1

Hull: 2 (45 passengers, 80 tons at most)
Hit Protection: 17 (
3 HD)
Armaments: Archers (d6), spearmen (d6), ram (d6)

Man-o'-war

Size: 5
Speed: 1

Handling: 2

Hull: 3 (200 passengers, 300 tons at most)
Hit Protection: 28 (
5 HD)
Armaments: Heavy ballista (d8), light ballista (d6), ram (d6)

Trading cog

Size: 2
Speed: 2

Handling: 1

Hull: 2 (60 passengers, 240 tons at most)
Hit Protection: 10 (
2 HD)
Armaments: Archers (d6)

ON ABSTRACTIONS

There are a lot of abstractions here, and that's intended. Personally, I feel like trying to simulate the exact speed with which a ship travels in a good or bad day is a losing battle. There are just too many variables, and rather than making the game feel grounded, this just grinds it to a halt. At the end of the day, those "exact" measurements are still abstractions. They're just crunchier and less intuitive than they need to be, oftentimes for the sake of appearing realistic.

And with that said, I'll leave y'all with an epiphany I had while writing this post: these rules can be just as easily used for airships, with little to no adjustments.

Fair winds and following seas to all!

Tuesday, April 9, 2024

Design Exorcism: DIG!, a dwarf-centric TTRPG

As the title (coined by the great @SandroMayCry) may imply, this isn't the announcement of a new project, but rather an attempt at flushing some game concepts and ideas from my head. I'm probably never gonna seriously work on DIG!, but if you'd still like to learn more about what a dwarf-centric game made by yours truly would look like, read on. 

THE PITCH

Nothing is more important to dwarvenkind than the Great Work, the sacred duty of restoring and reclaiming their long-lost Underkingdoms. Not family, not love, not wealth. Nothing. Without the Great Work, they have no future. No place to call home.

The Great Work is everything, and it is an honour to be a part of it. You shall face many a hardship during your Watch, and you may even forfeit your life while fighting for your people's future, but you will live on in each and every tunnel your company recovers, digs or improves. There is no greater legacy.

Evil hides down below, infesting and corrupting your ancestral homelands. The cruel, opportunistic and genocidal Drow seek to take every last inch of the Underkingdoms from your people, armed with weapons bought with stolen gold from the people Above who feign neutrality, and with destructive spells supplied by their High Elven brethen. Opportunistic dragons have made their lairs where your forges once burned, hoarding the wealth your ancestors left behind. Hell-spawned goblins and orcs raid your cities, dragging your young and your weak to their infernal pits.

The Dwarven Companies of the Watch are outnumbered a hundred to one, but you don't have the privilege of giving up. Your enemies will never broker a long-lasting peace, not while you're still Below. But no matter what the people Above say, yours is not a lost cause. You are living proof of that.

And so you fight. For your young. For yourself. For the chance, however small, of living to see some better days.

MECHANICS (OR LACK THEREOF)

Now, the real reason why I won't turn this into a proper project isn't the overly dramatic, clichéd and politically clumsy drivel above, but rather an unwillingness to settle on a playstyle/framework. I can't decide whether I'd want DIG! to be a more traditional thing (like a mix of Cairn and Electric Bastionland), or if I'd rather go with something akin to Forged in the Dark games. And I have a good reason for that, too.

The central procedure for DIG! involves the PC Company's Shifts — that is, the time they spend away from base, renovating tunnels, digging deeper, liberating long-forgotten outposts or simply patrolling. Each successful Shift would allow the characters to either fill a portion of a progress clock (there's that damned FitD influence again), or wipe off a portion of a threat clock. Progress clocks would be assigned to constructive Shift actions, while threat clocks would be a way to measure the rising threats to the Company's progress — which is why Shift actions like patrolling the tunnels, reinforcing an outpost's defenses and charging into enemy territory would alleviate those threats. 

At each and every Shift, the Company would have to roll a Threat die (d6, a glorified Overloaded Encounter Die). On a 1, the Foreman (aka the GM) would roll an event in the relevant table — that is, each type of Shift action would get a table for this. The Company could choose to push themselves to accomplish more during a Shift, be it by extending its duration or by working extra hard, filling/erasing another portion on the clock. Each time they did so, though, would warrant another roll of the Threat die, adding 1 to the odds of an event and increasing its severity.

PC Companies would also get to choose a directive, like War, Engineering and Relief, and each of these would double Shift effects on certain actions, while halving them on others. Company creation would also involve choosing a Righteous Pursuit, which is a fancy way of calling a big, memorable goal, the kind of thing that only a few dwarves ever manage to achieve. Examples of Righteous Pursuits would include brokering an alliance with emissaries from Above, destroying an infernal pit, founding a new city or liberating a sacred forge. I really enjoy this aspect of DIG!, as it's a great way of letting the players signal what they're particularly interesting in doing during the campaign.

The thing about the whole spiel above is, there's nothing stopping me from merging both playstyles — that is, keeping the clocks while still following the more involved, lethal, turn-to-turn gameplay offered by OSR games like Cairn and Electric Bastionland, but I'm worried about losing what makes those different approaches tick by combining them. So, as it is, this remains just an exercise in design exorcism.

ARCHETYPES

The final bit of DIG! I need to exorcise are the archetypes, which would be structurally similar to Electric Bastionland's failed careers. I have no idea how many I'd include, but I did manage to note a few down while I was still processing this whole thing. They'd each have two questions leading to a d6 table (which is where Electric Bastionland's influence comes in), but the examples below only have the questions, as I didn't quite get to the part of this folly where I start writing tables, thankfully.

  • The Noble (what is your family's claim to glory, and what privilege do you have?)
  • The Miner (what are you looking for in the tunnels, and what's the strangest thing you've found down here?)
  • The Outlander (where did you come from, and what made the dwarves accept you?)
  • The Exile (why were you exiled, and what secret keeps you alive?)
  • The Reverend (what is your faith, and what symbol do you carry?)
  • The Fallen (what got you discharged, and what did they arm you with?)
  • The True Believer (why do you believe in the Great Work, and what did you buy in preparation for your Watch?)
  • The Canary (what are your songs about, and what instrument do you play?) 
  • The Bastard (what did your noble-blooded parent promise you, and what family heirloom did you take?)

ALL DUG OUT

And that's all I came up for this fever dream of a game concept. Is DIG! ever going to be a thing? Probably not. But the idea of dwarves fighting to reclaim their homelands and protect their people against all odds still speaks to me. Tales of camaraderie, self-sacrifice and the hopeless struggle for a better future... that's proper V.V. bait, right there. 

Alas, this could probably be done well enough as a campaign in a variety of different games, so at this time, there's no need to reinvent the wheel.

But who knows.