Sunday, 15 June 2014

My Girlfriend Doesnt Know Anything About Star Trek

Girlfriend - "What if there was going to be a new Star Trek, new Capin' new girl in mini skirt, new redshirts, everything, all of them. Who would you cast.?"

Me - "I don't want to think about that."






Captain Jenny Hammer

Karen Gillan is CAPTAIN JENNY HAMMER, a fresh promotion who no-one entirely trusts but it turns out that the crucible of firey combat transforms her into a Brilliant but Dangerous radical who can Think Round Corners but everyone is afraid may Go To Far. During tevery episode it always looks like she is going to lose then at the end it turns out she was Always One Step Ahead.

Commander Manu Coils
Dylan McDermott is FIRST OFFICER MANU COILS, one of a series of rapidly-grown clones who are super intelligent and can solve any problem but also intevitably betray everbody. The crew decides to decant and him and the series follows him for a while as everyone wonders 'will he be evil?' it looks like he won't and maybe this one will be good, but then at the end turns out he will. But Jenny Hammer has Thought Ahead and Takes Him Out even though it Kills her To Do It becaue are they Really So Different? Then next episode something terrible Threatens The Ship and they need to decant another one.

 
Doctor Pug Tyler

 Peter Dinklige is DOCTOR PUG TYLER, the doctor from a planet where everyone is SWAG as fuck. He is SWAG but also gets drunk on alien wine. He is a Xenoalcohilic with Sometimes Hilarious Results but also there is also Tragedy and Addiction.

 
Quin Books


Jason Momoa is QUIN 'FEAR ITSELF' BOOKS, the last member of a race plagued with DEADLY NANITES. He is safe on the ship but if he enters a planets ecosphere he turns evil and DEADLY NANITES try to take over the world. But he is a chill guy who likes art. People don't respect him becasue he is a bit of a hippy but then maybe he understands them More Than They Know so he is always there to offer Emotional Support. He has sexual tension with Captain Hammer but they can never bone becasue he is full of DEADLY NANITES. In one episode everyone is trapped on the Doom Planet and only Quin Books is left to save them, what will he do?

 
Ensign Boomer Dogs

 Duan De Haun is BOOMER DOGS, the Cryptic Helmsman who is Spiritual but also a Zen Hotshot. He sees alien ghosts but Tells No-One becasue they would Think Him Mad. At the end of the first season it turns out that the ghosts are really the ghosts of the crew from the future and they are trying to Warn Him Of Disaster. Which he Averts At The Last Moment. Next season he starts seeing even stranger things.

 
Jade Condition


Natalie Dormer can be JADE CONDITION, the Sexy but Dangerous security officer with a reputation for the Preemptive Response and maybe is a Closet Facist. in the evil mirror universe she is the Captain of the evil version of the ship. Everything is painted black there and people wear a lot of PVC. She is also a Deadly Duellist with a keen sense of Personal Honour. Every season an alien would Insult Her Honour and they would have to duel and then learn a New Respect so she becomes Less Racist.

 
Serenity Kong


Kathy Bates is the voice of SERENITY KONG, the Ships Comupter but also the uploaded death chorous of an alien biosphere killed by the DEADLY NANITES inside Quin Books. She hates him but when Danger Threatens All Civilised Worlds they may have to Work Together  to Save Everything. if the computer is ever turned off she will be Destroyed Forever and all memory of her world will Fade From History.

 
Lucinda Succotash

Kirsten Bell is LUCINDA SUCCOTASH, the Cheeky Black Marketeer with a secret Heart Of Gold. Captain Hammer wants her Off My Ship but then when the System's Down it looks like she might have Just What You Need.... For A Price.

Traveller Gunfight Analysis

(This is from Traveller 2nd Edition, Book 1, Characters and Combat 1981.)




COMBAT PROCEDURE
1. Determine if either party has the element of surprise.
2. Determine the initial range which separates the parties.
3. Determine if escape or avoidance for either party is possible or warranted.
4. Resolve actual combat using a series of combat throws.
A. Each character indicates his or her movement status.
B. Each character indicates his or her attack and target.

Well thanks for clearing that up Traveller,  seems simple but let’s check later.


Time.
A Round lasts 15 seconds.

Initiative.

RADICALISM, TRAVELLER HAS NO INITIATIVE. ONLY SURPRISE.

The surprise rules here specifically state that if you get surprise then you can avoid contact. This is an old-school touch compared to Only War and even Cyberpunk. Those games tend to assume that Surprise is used in-combat and not to avoid combat.

Gunshots and screams end the surprise but 'laser weapons and guns in vacumn do not make any noise when fired'.

'Surprise continues until it is lost, and may thus continue indefinitely.' That is very old school and actually more ruthless than any other game so far.

Range
Ranges are Close, Short, Medium, Long and Very Long. Encounter range is decided by a single roll with modifiers for terrain type.

There is a lot more stuff about the actions of the opponent and their reaction baked into the encounter rules compared to other games. With the rules as written, it’s possible to encounter a small party that you outnumber at long range, they get surprise, see you and roll a 9+ to escape. So the encounter 'never happens', this is never even considered in other games.

Movement
Before each round, state your 'movement status' there are four of these. Evade, get closer, get further away, or don't move. All movement is assumed to be simultaneous.


The Attack.
Combat resolution. Select a member of the opposite team and roll an 8+ to hit. Nice and simple RIGHT???

hahahahahhah

"The basic throw of 8+ is subject to a variety of applicable die modifiers, including armour/weapons relation, range, strength of attack (combat or weakened blows), movement status, attacking and defending expertise, and other aspects." So no, more calculation.

Being untrained with a weapon means a -5 when attacking. All PC's automatically have an expertise at Zero (0) with all weapons shown in the book. This zero value is sufficient to avoid the non-expertise penalty but not enough to provide a positive DM. SO WHY DOES THE UNTRAINED -5 MOD EXIST???

In case a monkey or a cavemen picks up a gun? Or you find a supergun you don't understand?


You hit, so.. 'Consult the Wound Column on the Range Matrix' oh old-school games, your simplicity is but an illusion. There is an armour/weapon matrix where each type of armour reacts differently with Each. Particular. Weapon. Want to fire your Laser Carbine at someone wearing Reflec armour while they fire their Shotgun at a group wearing  combat armour? Have fun with that one.

But you should have this info because you know what weapons you have and what crap you added to them and kept a record of it.

Damage.
Wounds are applied straight to Stats. On a temporary basis. Each of the die rolled is applied to a different stat. So if you have a 4d weapon and you hit, you apply those dice to Strength, dexterity, endurance and maybe strength again?

The first wound is applied randomly and can daze or even kill. This infers (it is never directly stated) that for other hits the Defending player assigns damage die where they want them to go.

If one Stat hits zero you are unconscious, two and you are seriously wounded, three and you are dead.

There are rules for waking up and they are the same regardless of how you suffered the damage. Bear trap or grenade, it doesn’t matter, you are back up in three hours.


There are Morale rules for PC's so you don't get to decide when you run away.


To Move and fire once;

- Declare your movement status. Easy.
- Pick a target.
- Work out your modifiers. You will need, on your side; Weapons qualities, your attribute bonuses and how that combines with your stats. From the DM; range, but that’s decided at the beginning of the round. And how the targets armour combines with your *particular* weapon.
Add and subtract a bunch of stuff.
This gives you a single mod.
- Roll 2d6 and get 8+ to hit.
You hit.
- Roll your damage die.
- Is it the first wound for that Target? If so, I *think* you add the total of all the damage die you rolled to one random stat. If not I *think* they apply the damage from each individual die to each stat.

So…
Ok so traveller is some radical shit. There is NO initiative roll mentioned that I can see. This is either next-gen genius or madness. Everything happens at once so everyone can shoot everyone and no-one is safe. So it doesn’t matter in what order you go. If you are killed with the first shot of a round you can still kill with the last shot of a round. I kind-of like this. It feels like you are bi-located in time, looking down on your characters gunshot-riddled body and simultaniously preparing to fire one-last-shot at the guy you already know killed you. Of course your condition can change during a round, if you get hit and lose agility your ability to-hit can go down, do you use your old pre-gunshot agility? or the new ive-been-shot agility? probably the old one, but good luck remembering that.

Having a solid simple to-hit number sounds good, but as usual it just leads to hidden complexities elsewhere and strange cryptic negotiations.

Info design is generally better in old-school books compared to FFG but not as much better as you might think. There is still a lot of complexity hidden and squirreled away in odd places. RPG books are themselves like Minotaur Mazes, you must prove you are able to find the hidden vital information to play the game optimally.




Gunfire is an insoluble problem in RPGs and there are only two answers.

Answer A - Be a teenager (probably male) who doesn't mind rooting through huge books and obsessively learning complex systems so you can chew through the conflicting rulesets at the speed of a computer

OR

Answer B - Be in your late 20's - early 30's (or probably female) and have enough emotional RAM that you can face the possible loss of a PC you care about in complex and inconsistent circumstances while negotiating rationally and not having a freakout.

POSSIBLY ALSO

Answer C - Be a hippy and blah blah bah narrative blah blah hard to die from gunshots easy to hurt your emotions, I have tried this and it worked ok for me, when running it at least.





Also generic systems dont focus enough psychic energy to make them good games. They can be good games but not good Games. It is like a car without fuel, or maybe just with nowhere to go.

Saturday, 14 June 2014

Combat in different Sci-Fi gunfight games.



ONLY WAR




Round is approx  5 seconds long.
1. DM determines surprise.
2. Roll initiative.
3. Determine initiative order.
4. Combatants take turns.
5. Round ends.

Initiative
 is d10 + Agility bonus.
DM rolls for monsters of similar types together.
Order remains round to round.

Actions
There are 31 separate Actions listed. They are full, half or extended.
Movement not fast, probably not more than 10 meters total or 5 if combined with firing

The Attack
1. Apply modifiers. There can be a LOT of these according to circumstance.
This can be a conversation with your DM

2. You roll under your characteristic on a d100. Doubles are a fumble.

3. You determine hit location. There is a chart for this.

4 You determine damage. Seems simple BUT; For all attack rolls, count the Degrees of Success. The attacker; "may choose to replace the result on a single Damage die with the number of Degrees of Success from his attack roll. If the attack inflicts more than one die of Damage, the attacker may replace the result on one die of his choice with the Degrees of Success from the attack roll. If a natural 10 is rolled on any Damage die, there is a chance of Righteous Fury."

5. They (the target) apply damage. This means subtracting a number they have from your total. Getting over a limit puts you into critical. A high enough critical amount guarantees death.


To move and fire one shot;
- Add +10 to your BS.
- Ask the DM if you need to take anything off.
They say target in open, not moving fast, no other factors. In short, not doing anything people would actually do in a gunfight, and say no.
- Roll the dice, try to get under.
A hit.
REMEMBER YOUR DEGREES OF SUCCESS AS YOU MAY NEED IT.
- Roll a d10 for hit location. (I am wrong here, see comments)
- Roll dice for damage.
You got a high number so won't need your degrees of success from the to-hit roll.
- The target (DM) applies damage. They remove a number they know from the damage you gave them and tell you what happens.

So.
Always at least one modification to the number on your sheet.
Always have to ask the DM what’s going on with target, can never really take it as read.
Three separate rolls at least on a simple attack.
One carry over of info between roll types.
DM tells you what happened.

........................


CYBERPUNK



Round is approx 3 seconds long.

Initiative is d10 plus REF


Actions.
There are 10 separate Actions listed. 'Move and Fire' is not one of them. So either you can do that by taking a half move action or to move and fire you always lose -3 from the to hit roll as you are stacking actions.

You can add actions to a round at -3 for each successive action.

Ambushes get you a to-hit bonus if they work but enemy still gets an awareness roll to discover them.

Attack modifiers, Grenade table, Drugs and Poison, Microwave effects, common Cover sp's, Armour SP's, Cyberweapon damage, Area effect table and Adds to damage from STR and body type all on one page.

The Attack;

1. Roll a Stat + Weapon skill + 1d10. You are trying to get OVER a set number and  the number relates to the range between you and the target. There are only five. Point Blank, Close, Medium, Long and Extreme. The range relates to the kind of weapon you have so you should have this number.

2. Add and subtract modifiers. They are all listed.

AH. 'Target immobile' is a modifier but target mobile is not. Mobility is assumed. This is good.

Crits are 10, fumbles are 1. Crits add damage, fumbles have another table.

You hit.

3. Roll location. (Hit locations on your Cha sheet)

"Use some common sense with this rule." Thanks.

4. Someone (the DM?) reduces damage by the armour value. (Complicated armour layering system.) Cover is ignored in the 'to-hit' roll but does stack with armour.

5. Then deducts the body type modifier

6. They take the remainder off their wounds.

Everyone has the name amount of wounds and they progress in the same way. Light. Serious. Critical. Mortal. Rules for limb loss and head hits. Every hit is a possible knockout for shock.

7. They roll a save for the hit.

8. They roll a death save if target into mortal wounds.


To move and fire one shot;
- Work out your modifiers.
- Roll against your weapon range.
You hit.
- Roll Damage.
- Roll location.
- Tell the DM where and how much.
- DM deducts a number based on Body Type, Armour and Cover.
- DM saves vs the shot.
- Applies conditions, if mortal DM saves vs death of target dies.

So.
Three rolls for you again.
In this case all the modifiers are clearly written in the same place so you have access to them. Dm is doing a similar range of things with armour and rising damage. Info design in cyberpunk is MUCH better but Only War explains the whole process much better in linear fashion so maybe it evens out.

Both have complex fucking rules for auto fire. You can’t just roll three dice or whatever, you have to roll one then add stuff and move stuff around.

.................

STARS WITHOUT NUMBER



Round is roughly six seconds long.
  
Character can act and move up to 20 metres, or move 40. So fuck movement values it seems. You can move then fire, or fire then move but not move-fire-move.

You can choose to hold and wait, but only for SPECIFIC actions.

Initiative.
Roll initiative. d8 + DEX mod. If a tie, PC's act first.

The Attack.
1. Roll an attack. Always trying to hit 20. BUT.
Attack roll is d20 + Targets AC
                                     (Target deducts DEX mod from AC)
                                   + Attackers Combat Skill
                                   + Attackers Atribute modifier (this could be a minus)
                                   + Attackers Attack Bonus.

So ‘ a 'simple' roll where you have to add at least 4 numbers. You should have 3 of those so can keep a written total for that, the DM has one which they can give you.

2. OH NO BUT WAIT. There are modifiers AS WELL. Energy weapons, cover, skills.

3. Roll damage, add an attribute bonus.

4. If they hit zero hp they are done,

"It’s worth repeating that most hit point damage represents only the gradual wearing down of a target’s stamina, resolve, and luck. Only the last handful of hit points represents an injury that does serious physical damage."

So why are they called 'hit points'? SUGGESTION. In any game where gunfire is likely to outnumber swordplay, hit points should be called 'luck points' or 'dodge points' or 'evasion points'


To move and fire one shot;

- Move is easy, same for everyone.
- Attack roll is one thing, you have most of what you need and know what you need to hit BUT
- Still need to ask the DM for targets AC and modifiers.
You hit
- Roll damage.
- DM tells you if they are dead.                 

So.
Two rolls instead of three. Old-school dead/not-dead instead of rising damage risks.
Calculation of your to-hit roll pointlessly complex.


WHAT HAVE WE LEARNT?

Good things from each system.

Only War; The Crit charts are move colourful and exiting than Cyberpunk and are exactly the kind of thing a company can do that is useful, combining a lot of info into a very small space. They are separated by attack type and body location.

Sure its annoying to look up each kill but it happens when you kill something so it’s also kind of fun.

Also Only War manages to explain how combat works with a simple fucking list.

Cyberpunk; Three second round is much better.

Info design puts everything on one page.

Modifiers assume movement which is excellent. Why not assume taking cover as well since everyone sane would be and simply have a + modifier for someone who is NOT actively seeking cover?

You roll to get over a positive number and I like that. You also roll against RANGE and I like that a lot. You have your various ranges on your weapon thing so that’s info that you are familiar with AND it feeds into weapon choice before a fight.

Armour/Cover layering system designed to get people moving around. Bullshit. I would go with 40k rules and just say you can count cover as armour, or just worn armour, they do not stack.

SWN; Movement is unified so less titting around with that.

What did I hate about these games? Well, almost everything. Gun combat is the most contested and consequential part of the game so rules have to be tight. Gun combat also really really fast. Tight rules cannot be fast. Rolls and rolls and deletions and additions and calculations, jesus fuck.

STACKING. “Well I got a hug from my mum on Wednesday, so that’s +2, and I’m using my Armalite MonkeyCannon, so that’s another +3.”

“Yes but remember your mum is ugly and the target is actually a monkey in disguise so that’s -5.”

“But if I can see through the disguise surely…”

“Oh, yeah, ok, roll your Monkey Inception stat and we will see.”

There is a fundamenta illoic to combat becasue in any real life thing everything is fluid and many things happen as-one. To game it you have to break it into turns and I think there will always be some logical flaw or failure or soething in there. You can almost forget it with swords and melee, but not with gunfights. Its harder to forget the unreality of it. Which is interesting.


What Would Your Ideal System look Like Patrick?

Time – A Round is 3 seconds like cyberpunk.

Ambushes – Like cyberpunk. Need to set it up first. Then you roll initiative on the first round. If they win, they get an individual awareness roll to see if they spot you.

Initiative – Person by Person, d10 plus your total DEX or WIS, whichever is higher. Roll again after each round. If two match then they go in any order but damage resoved as-one.

Action – Move 5 metres and shoot or move 10 metres and don’t or stay still and you get to shoot and use cover.

To Hit Roll – Roll a d20 and your damage dice at the same time.

Add your DEX mod and any weapon skills to see if you hit.

Point Blank - 5
Close - 10
Medium - 15
Long - 20
Extreme - 25

Modifications – Only one. +5 to hit anyone who is not running around and/or hiding like they are in a gunfight.

Aiming at a bodypart pushes your ‘to-hit’ roll up one segment.

Armour – The Target can have whatever armour they are wearing or they can have whatever cover they are hiding behind.

Dense bushes or wire – As Leather
Building materials – As Chain
Prepared position – As Plate

If the total of your d20 and damage dice is over the targets AC, all the damage goes through. If not, they lose one Dodgewound, if they have any, but they don't roll on the Crit tables.

(This means armour and cover feel like they get better at close range, which is kind of weird, but maybe good?)

Taking Damage – Take your CON or DEX or INT or WIS, whichever is higher and add your Level, nameth the total ‘Dodgewounds’. When they run out,  then, once things have got interesting, you start rolling for bodyparts for each hit.

Head, Body, Arms and Legs each have a table running from 1 to 10+. If a Target is out of Dodgewounds then roll the damage on the crit table for the part that got hit.