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Input wanted: Combat Guide for Trek game.

Posted by Lancebreaker
Lancebreaker
member, 165 posts
Wed 10 Aug 2016
at 18:19
  • msg #1

Input wanted: Combat Guide for Trek game

What follows is the Combat Guide for a Trek game I am working on. I was hoping to get some input on what makes sense and what doesn't; What I'm missing and what I could make more clear. I'm not really looking for a discussion on how combat should be run in RPOL games. I've successfully used a system similar to this in other games, but converting it to work with Where No Man Has Gone Before took some doing and I want to make sure it holds up to scrutiny.


— Combat Guide —


I expect for there to be a substantial amount of conflict in the series, and knowing that many games bog down and die when turn based combat breaks out, I have some ground rules that should help to streamline combat, keep the game moving, and turn the focus back to roleplay rather than roll-play.

A few simple Starfleet regulations regarding combat:


Combat Regulation 000.0 — Rule Zero

Standard tabletop gaming Rule 0 rules apply.

I don't feel the need to explain Rule 0. If you don't know what Rule 0 is, you have the internet. If you don't have the internet, I'm confused as to how you are planning on participating in this game.


Combat Regulation 101.1 — Description is King

First and foremost, description is king.

Don't fall back or get hung up on the mechanics of combat. There shouldn't be any less characterization and description just because Romulans suddenly fire phasers. Have fun with your combat descriptions. Give it flair, panache, your own unique style. The "no one-liners" rule still applies, even if your action is to hold. In that case, you had better get inside your character's head and describe what gives them pause or what they're waiting for.

What your character does inside of combat should tell just as much a story about them as their noncombat interactions. Whether their shirt rips and they glisten with sweat, smiling as they face a worthy adversary, or maybe they cower behind the nearest cover and start looking for the best way to escape the situation, firing off suppressing fire while keeping their own head down. Either way, this is explored in the details of description.

Descriptions will be broken down and reassembled in the combat summary post, and there are bound to be a few corners knocked off of individual descriptions in the process. The intent of the action and description will always be adhered to as closely as possible, but keep in mind that a combat post is primarily a declaration of intent, and there is no telling how it will all come out in the wash.


Combat Regulation 404.2 — Always Forward

As the GM, I am going to make mistakes. Plan on it.

My mistakes may cause your character's death. Prepare for it.

I can promise that I will always make a best effort to adjudicate this game fairly and accurately, but there are bound to be instances where you might feel like you got the short end of the stick, especially when I am interpreting intent while compiling simultaneous action.

Suck it up. We are moving on. Always forward.

If I stop and let the action get bogged down in trying to correct mistakes, perceived or real, then I am doing a disservice to the game and to the other players.

Buck up and roll a new, more awesomer ensign to bring into the game.

If you do have an issue that you think can be corrected or done better in the future, please don't hesitate to let me know.  Just know that the dialogue isn't going to alter what has already transpired.


Combat Regulation 333.3 — Actions are (Nearly) Simultaneous

Combatants don't act in turns. Not in real life.

Using turns facilitates the simulation of combat around a table and is implemented by various games in wildly different ways, often splitting declaration of actions and resolution of actions into separate phases in some of the more complex games.

Our format gives us the unique opportunity to have declaration of actions happen all at the same time before any resolution takes place. This would be difficult in a live setting where each player makes their declarations aloud, the default setting of any rule set. The benefit is that we get to emulate to some degree the chaos of battle. Players can't strategize their moves based on the full outcomes of the previous player's actions. Resolution doesn't take place in the vacuum of a single turn. Combat becomes faster, with more unexpected twists as players react to the full scope of what is going on around them.

How this works is simple: Combat posts are made as private to GM. Once all involved players have posted (or 48 hours have passed), I will resolve all of the actions and combine them into a united narrative for the round. Wash, rinse, repeat.

More detail on this in CR ???.? — Combat Post Format.


Combat Regulation 123.4 — Taking Initiative

The follow on to simultaneous action and reworking a turn based system is that initiative is no longer strictly cyclical. Because of this, initiative is rolled every round to prevent the "low man on the totem pole" of initiative from nearly always having their declared actions inadvertently subverted by others in the resolution.

This is how actions are "nearly" simultaneous. Every round the actions based in a higher initiative have a slight advantage over actions taken at a lower initiative. In most cases this won't matter, and all actions will take place as planned.

Mechanically, initiative is to be rolled each round and included in the Combat PM of each character's post. Every round will have a new initiative rolled and included in the Combat PM. Actions will be resolved in proper initiative order, but not necessarily described in that order in the combat summary post. Description of the round  in the combat summary post will be based on what makes the most narrative sense for aggregating all of the actions and descriptions from individual characters, and not necessarily presented in initiative order.


Combat Regulation 876.5 — Post Haste

Each round of combat will be open for posting for 48 hrs from the GM's last (or initial) combat summary posting. If all players active in the combat make their requisite posts before the 48 hours are up, then the GM will post the combat summary as soon as possible, at which point the 48 hrs timer is reset.

If a combatant does not reply within the 48 hrs, the GM will include an action for that character that best fits with the situation. Generally characters will continue on a declared course of action or follow the rest of the group as appropriate.

The 48 hrs regulation is to keep the game moving along at a good pace through combat scenarios. Experience says that in most games a round of combat is resolved on an almost daily basis, which is unheard of in games where characters must wait to act in order of initiative.


Combat Regulation D20.6 — Proper Combat Randomizer Usage

This section is relatively simple, and only has two regulations: (1) Declare your action and target (if applicable) in the dice roller when you make your roll, and (2) don't forget to make a new initiative roll every round.


Combat Regulation 196.7 — Combat Post Format

With the exception of the notation: Combat Action PM, the entire post must be in Private to GM.  The PM is then segregated into two parts by a "hard rule" (<hr>), (1) the descriptive text and (2) the combat mechanics. Always keep in mind, when writing your description, that rounds are just a few quick seconds (roughly 6).

The resulting post should look something like this:


Combat Action PM  [Private to GM: Kirk's wiped his bloodied lip on the torn sleeve of his uniform, smiling with a wild glee at the Gorn who had bloodied it. "Ha," he shouted as he lunged, double-fisted and with his full strength at the green reptilian monstrosity, full knowing that the gambit might cost him his life.

Initiative: 07:07, Today: Cpt James T Kirk rolled 14 using 1d20+3. Init.
Action: 07:08, Today: Cpt James T Kirk rolled 28,16 using 1d20+8,1d6+15. Two handed power attack v gorn. CRIT! Auto hit for the full 21 damage!
]

We all knew Kirk was a ripped shirt, two-handed power attacking brawler. As the GM, I would take this post (since Kirk is the only PC combatant), splice it together with the Gorn's action, and post it as a single descriptive summary. Wash. Rinse. Repeat.
horus
member, 11 posts
Wayfarer of the
Western Wastes
Thu 11 Aug 2016
at 03:18
  • msg #2

Input wanted: Combat Guide for Trek game

In reply to Lancebreaker (msg # 1):

So, the putative formulation of Rule Zero is:  The Game Master is always right.  If the Game Master is ever not right, refer to Rule Zero.  I've lived with that for decades now, both behind and in front of the screen.  It's not unreasonable, so long as the GM is not unreasonable.

It sounds like you've been at this for long enough to know where that line is.  (If you don't know, expect your players to let you know, and if it gets too extreme, don't be surprised if they vote with their feet.)

It really sounds like you have CQC (close quarters combat) under control, but I see no mention of ship-to-ship or boarding actions.  How do you intend to handle these?  Is ship-scale damage consistent with personal scale (that is, is there a proportional relationship between the two that is consistently applied)?

Even though you take the role of resolver, a consistent set of mechanics applied behind the scenes should yield more consistent combat results narratives in-game.  This system can be quantitative or qualitative -- it doesn't matter so long as it is applied consistently.  So far it looks like you understand this, just making sure.

I think a fast-paced straight-ahead combat system like the one in Classic Traveller might be useful to you - competing task rolls determine attack/defense success or failure, and then apply damage.  Simple, quick and to the point.

Getting back to ship-to-ship maneuvering  or fleet actions in-game:  I've successfully used the rules from Full Thrust (miniature starship combat on the tabletop) by  Ground Zero Games to handle ship-to-ship and small flotilla actions easily and quickly.  (These rules can be downloaded freely as PDFs at Ground Zero Games' website.)

You may, of course, wish something much less complex and a heckuva lot more cinematic.

There's some repetition in your Combat Regulations.  That might not be a bad thing, but it represents an opportunity to streamline things even further you might otherwise overlook.

Good Luck, and Good Hunting,
D
This message was last edited by the user at 03:20, Thu 11 Aug 2016.
Lancebreaker
member, 166 posts
Thu 11 Aug 2016
at 03:50
  • msg #3

Input wanted: Combat Guide for Trek game

In reply to horus (msg # 2):

I appreciate the feedback. I'm using the Where No Man Has Gone Before rule set for the game, which has a section on ship combat. As far as I can tell it operates effectively the same as player combat and can be handled by the same rules.

The game is very much shooting for cinematic in style, trying to capture something like the original series with equal parts drama and nods to the unavoidable "camp" of low budget sci-fi. In premise, the game is actually a reboot in the same era, and each plot arc will be given a season and episode number. When an arc ends so does the episode (longer arcs may be split into "two-parters"). There will be breaks in action between episodes and new themes to explore in each.

What I have seen and read of WNMHGB leads me to believe it should be low complexity/high cinema. Time will tell. Thanks again for the feedback. :)
Tuopleeze
member, 13 posts
Thu 11 Aug 2016
at 05:34
  • msg #4

Input wanted: Combat Guide for Trek game

I'm deriving this from my experience playing Starfleet Battles (a system which is infinitely more complex than you need): unless the Federation is currently at war with the Klingons, Romulans, or whoever the enemy happens to be, the losing side of a starship combat will probably be allowed to retreat.  So if you want, keep starship combat rules light, and if the players lose, just allow them to escape.  (Such is my humble advice.)
icosahedron152
member, 604 posts
Thu 11 Aug 2016
at 05:43
  • msg #5

Input wanted: Combat Guide for Trek game

Hi Lancebreaker,
I’ve never played a Trek game, but I’ve watched plenty of Trek and my preference is for the original series.

The best feedback I can give you is by telling you which bits of your system I might mine for my own games and which I wouldn’t.

Rule Zero is pretty standard, I already use that.

Description is King is good. I use that, but spelling it out in advance is a good idea.

Always Forward I have some reservations about. I would never make a player suffer from my mistakes - especially to the point of character death. I would imagine that will lose you players fast. My decisions are another matter.
I have made irreversible mistakes that have had adverse effects on players (one instance in a Diplomacy game particularly comes to mind, and sure enough I lost the player) but I wouldn’t expect it to happen often enough to make a rule about it.
I would go for quality over quantity. Getting the combat resolved correctly is more important than getting it resolved quickly, though the ideal is to do both. Retconning is never out of the question for me (except in a case like Diplomacy where once the cat is out of the bag you can’t put it back again), but that’s just a matter of GM style.

Actions are nearly Simultaneous is a good idea. I can see myself adopting this, at least as an experiment, in future games.

Taking Initiative makes sense. I often remove Initiative from the rules because it slows the game down, but your method, linked with the Private Lines, looks like it might work well. Certainly worthy of me playtesting it.

Post Haste is good. I usually start a game with these good intentions, but then things slide, partly because I can’t always post on the button myself, and partly because I’m loath to penalize players for a rule I can’t keep myself. But I ought to.

Combat Resolution I like. The idea of making the combat posts as a Private Line is a good one. As you say, it adds some Fog of War, but it might also speed the game up. I often suspect that players delay posting in order to see what the others are going to do first. The fact that nobody sees anyone else’s actions until everyone has posted eliminates that delay. I shall certainly experiment with that. Adding an Initiative roll into the same post also saves time.
I’ve used a template combat post before, with limited success. The difficulty I found was in players actually using it - understanding and carrying out what was required of them. If you can get that cracked with your group, it should be good.
When I used a template, I also added into it the personal and weapon stats, so that I didn’t have to go away and look things up - everything I needed for resolution was contained in the combat posts. That made the resolution stage a lot easier for me.
It didn’t work perfectly, largely due to the player error I just mentioned. Players would forget to update stat changes from one combat round to the next, or would forget to describe what their rolls were for, and if I didn’t sit on them it could quickly fall apart.
The second problem was a perennial one for GMs - if there is a large number of NPCs in a combat scene, the sheer grind of making all those rolls and resolving all those combats, especially in a template format, could make me lose the will to log in. Let me know if you find a solution to that one. :)
I would probably remove the Private Line brackets as part of the resolution process so that everyone could see how the play had progressed, and then write a resolution post explaining how everyone’s actions had dovetailed together.

On the whole, I like the system a lot as a stand alone, it seems to be very well thought out, but I can’t comment on how it will fit into your chosen rule set, since I’ve never played it.

I also like your idea of creating a Season, Episode, Scene format for the game. I should have done that with an episodic game I ran. That one is stored for future reference, too.

I hope my musings prove useful to you. Good luck with it. :)
Lancebreaker
member, 167 posts
Thu 11 Aug 2016
at 06:31
  • msg #6

Input wanted: Combat Guide for Trek game

In reply to Tuopleeze (msg # 4):

I very much doubt I will be destroying their starship very frequently, if at all. I appreciate the insight, and it is good to keep in mind alternative "win" parameters for their opponents in combat. They might force surrender and make demands, etc.

In reply to icosahedron152 (msg # 5):

I'll better clarify what I mean in "Always Forward" so that it is more in line with my intent.

One of the issues that have come up with this style of combat resolution is players that complain that I missed the intent of their post, or they think it should have been resolved in a different way that is more advantageous to their character, or if such and such a thing had happened their character would still be alive. I just want to make it clear that I'm not going to get bogged down in the second guessing. I'll lighten up the wording a bit so that it doesn't sound like I'm planning on putting them through the wood chipper. :)

I came up with this system after too many failed games that just stalled and died in the first combat. I came to realize that what was good for tabletop play just wasn't suited to RPOL as well as other options might be. I wanted to give everyone a fair and level playing field while allowing players to post their actions as soon as they were able to without waiting around for others (or delaying to see what others would do).

It is work as a GM to compile an entire round's worth of actions into a single post, but the narrative flow of being able to read through just the combat summary posts is so much cleaner and clearer, it is certainly worth it in my book. I find that involved and interested players adapt quickly, and it helps that I make my system known ahead of time so that players know what they are signing up for.
Lancebreaker
member, 168 posts
Thu 11 Aug 2016
at 22:17
  • msg #7

Input wanted: Combat Guide for Trek game

Fun fact: Where No Man Has Gone Before has an awesomely fun Random Episode Generator which was a huge help in creating outlines for the first two "episodes" of the game!


S1E01 — "Pilot"
Transport of ensigns bound for the USS Cascadia encounters trouble when the ship's helmsman, Lt Kissimmee Jagger, takes ever more drastic action to avoid a psychically-fueled figment of his own subconscious mind, before giving in and sending the ship crashing towards the starship graveyard planet below.


S1E02 — "Animals"
An outbreak of Werelox among the wrecked ships transforms marooned survivors into lycanthropic animals who hunt down other survivors and eat them alive. Amidst the graveyard is a hovering, skyscraper sized time travel craft that has been attempting to lure pilots (to it fly home) with psychically-fueled figments of their own subconscious minds, and helping Lt Jagger get to the craft seems to be the only way to stop further starships from falling prey to the graveyard.

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