I already know the answer. Once upon a time, a long time ago
I would run Aftermath games and I would, easily, have a dozen people at
the table, all of them paying close attention during fight sequences. Everyone would
be fully engaged, and a good time was had by most--at least they would come
back next week for more.
That was back in the 1980s and maybe I was just a better GM
back then, but considering I was primarily an anti-social nerd, that seems
unlikely. So, after careful consideration I've determined that I must have run
a game that was more fun to play. I've looked back and given this a lot of
thought, and I think I know what's missing.
Simultaneous or interfaced action. Modern games (at
least the ones I play) tend to model cinematic action. Take a DnD 5e
game. Combat runs like a MCU movie.
Now it is the Barbarian's turn. All attention is focused on
that character. They take an action, and a bonus action, and this triggers a
response from their opponent which has another action… then they have a magic
effect which triggers that other thing. Then attention shifts to the next
superhero--sorry, I mean the next character.
And we cycle through everyone in the fight in a given order,
Each character getting the attention for an amount of time based on their
attributes/class features/magic powers. It's cinematic. Literally, it is just
like a movie. But when my character isn't the center of attention, it can be a
little boring. And it’s not particularly realistic. Combat should be a chaotic
mess with people's plans constantly shifting and everyone constantly in motion.
And Aftermath did that very well.
Aftermath! During the 1980s, I was the Aftermath
guy. We had a university gaming club with several dozen members. People coming
and going. Games starting and ending. And one of the constants was Rich's Aftermath
game. It was basically Rubble and Ruin but with very complex game mechanics.
I mean really complex, simulationist mechanics with lots of
number that feed into other numbers, and everything had a three letter abbreviation.
MNA was maximum number of actions and BDG was bullet damage group and PCA was
phases consumed in action. And more and more…
And there was a core group of players who enjoyed it. They
came back week after week for years. But most of these players were not math
nerds. I was. As the GM I would handle all the math in my head. There was one
or two other regular players who would follow along and point out when I made a
mistake. But most of the regular players did need to know all the intricacies
of the mechanics—they could just follow the action of the story and figure out
what they wanted their character to do.
And there were many other people who would play if something
happened and their favorite game was canceled, and there were others who just
dropped by. Now I have never been a great GM, but I did have fun people in the
game, so maybe that was why people kept coming back. But I also think it is
because when combat broke out, and it almost always did, it was interesting and
fun to play. Because action happened simultaneously.
Phases and Phases Consumed in Action. In an Aftermath
Combat Round, characters had three numbers, Base Action Phase, Maximum Number
of Actions, and Phases Consumed per Action. When a group of people are
fighting, you would start with the highest Base Action Phase and count down.
Each character had a number of actions they can perform in a round, and each of
their actions were interlaced with the other combatants.
Consider Albert who starts at Phase 15 and get three
Actions. Each of his actions take 5 Phases. (That’s BAP /MNA, round down, or
15/3=5.) Likewise, Bob starts at Phase12, but he gets 4 Actions. Say they
are Each using melee weapons which get one attack per Action. Albert will
declare his first action on Phase 15, and resolve it on Phase 13 (halfway
through the action). He'll make his first attack roll before Bob even starts.
But Bob starts on 12 and his actions only take 3 phases (12/4=3). His attacks
will be resolved the phase after he declares them. So on phase 11 Bob resolves
his first attack and the following phase Albert declares his second action. Bob
gets more actions but he starts slower. Albert gets an initial edge, but once
Bob starts going, he’ll grind out attacks. Now scale this to a table full of
players fighting a large number of bad guys and you get an exciting evening of
play.
Lots of Numbers. One of the reasons this worked is
that Aftermath had two primary statistics that related to a character’s
swiftness. The first was Speed. Literally, just how fast the character could
move their body. Speed was on a scale of (roughly) 1 to 40, divide it by two
(rounding up) and that’s your Base Action Phase. Characters also had a “Dexterity”
attribute which determined their hand-eye coordination and the like. This stat
would generate the maximum number of actions they could take in a round. This
would typically yield a value from 2 to 5 with 2 or 3 being the most common.
The games I play these days don’t have as many numbers
kicking around, and for the Aftermath approach to be interesting, there needs
to be an offset. Sometimes two characters will be going on the same phase, but
not often, and certainly not all the time.
Solution. Most modern D100 games, Mythras,
Mongoose Legend, OpenQuest , Classic Fantasy, and it’s
likely even buried in Basic Roleplaying, there is a mechanic for the
maximum number of actions a character gets in a combat round. This is a simple
look-up based on the character’s DEX and (interestingly) it runs from 1 to 5
with 2 or 3 as the most common. We don’t have a second number for Speed, but we
don’t really need it. Let’s just say there are 12 phases per round. (There is a
neat history going back thousands of years as to why we would pick 12—basically
it divides by whole numbers into whole numbers.)
Here is a table of when each character gets an action based
on their Maximum Number of Actions.
"But Richard", he screams in his best Jenna Moreci voice. The problem of always starting on the same phase is that now all the characters with 3 actions will be declaring their actions at the same time and then resolving them at the same time. But! We have a lot of characters—at least at my table—who like to use two weapons while others go sword and shield. So now you have characters that get one attack per action versus others that get two attacks.
Why wouldn’t I always take two weapons and get the most
attack rolls? Because now there are Free Phase Actions. These are little shifts—moving
towards or away from your opponent. Small, tactical actions that keep you engaged
with the game. On every phase, every character can potentially do something.
Couple this with restoring to polearms the ability to attack
between the front-line fighters and suddenly you have a team-based, tactical
combat where every player is constantly thinking about what is happening and
what they should be doing. Large changes in the way the characters are arrayed
take place slowly, incrementally, with each player trying to do their part.
I’m writing a game with the working title of Rustic
Fantasy which is a modified form of Mythras Imperative (coupled with
some elements from several other Open D100 games, notably OpenQuest and BRP).
Here is a link to the draft Combat Chapter which details how
to use the fancy table above and lists all the different combat options. I
think Mythras or Runequest GMs could easily use it as is – with a
few little tweaks. And if nothing else, it might inspire you to develop your
own interlaced combat system.
As always, thanks for reading this and feel free to leave any
questions or comments below.
(All artwork here is in the Public Domain)
No comments:
Post a Comment