Social Characters in Combat

 

When I play an RPG, I usually opt for a social character. Bonus points if they have magic (Sorcerers in D&D are my favorite).

Then I played other games that had more robust skills and less focused classes. Other players could be a Sword Guy, a Spell Dude, and the Healer Person. You could be the charmer, with a wit sharper than anyone else’s sword. The problem here is that line is not literal. What faced with someone with an actual sword, you tend to fall apart (that line is often literal).

What’s such a character to do? What’s a designer to do? You can’t have every situation (specifically, combat) be able to be talked out of, or the game suddenly becomes focussed on one character. Conversely, having nothing to do in combat can bore the social character. Sure they can have a weapon, but they’re likely not going to be effective with it. It would be like running through an anti-magic field dungeon and telling the wizard “you’ve got some daggers, you’ll be fine.”

Social characters do have something to do in combat, even if it’s not implemented. Shout the right insults, and suddenly now your target only wants to take you out. No longer cares about staying in formation, staying behind cover, that jerk who insulted his lineage must be stamped out.

So great! Now you have a very angry person charging at you, who wants you dead. Super. That’s not a problem; in fact, that’s great! In a gun fight, that means the idiot is probably out in the open. In melee combat, he’s broken out of formation. You may not be able to deal with this, but the rest of your team can.

 

The current idea for my RPG came about from the short story “Huxleyed Into the Full Orwell” by Cory Doctorow. In particular this line from the start:

Shandra was weirder, though. She’d thought up the whole demonstration, socialed the everfuck out of the news, rallied a couple hundred weirdos to join her in the chicken-farm, shouting impotently at the courthouse, ringed by cops scarily into their Afghanistan-surplus riot-gear.

Isn’t that cool? Just the idea of what you can pull using someone who’s skilled at social media and talking to people seems like an excellent mechanic. So, it got me thinking, for a modern setting:

What if you use social abilities as an analog for magic?

Let’s say you’re in a more modern, or in a near future setting. You’ve got to sneak into a building, without alerting the guards. In a fantasy game, the wizard might conjure something as a distraction. Here, you might summon a flash mob to the convenience store across the street using NeoTwitter. Later, your team gets injured. In D&D, your cleric heals them. Now, you give a short talk to rally them and let them push through the pain.

Over the past 10 or so years, things have gotten, well, werid, at least in terms of how we communicate. Not just in terms of media, but actually what our goals are in communicating. Everyone on social media has a “brand” and they use it to promote that “brand.” Your Aunt’s brand might be “1 Like = 1 Prayer” and talking about how much better things used to be before “They” ruined it. Your Nephew is posting Minion Memes and talking about Minecraft. You’re talking about RPGs on the internet like it’s your Job.

Even more interesting is how we discuss (read: argue) things. Stephen Colbert famously coined the word “Truthiness” for things that “feel right” instead of needing to be right. Isn’t that how many of us argue now? Many of us find someone to argue with, then make the points we want to, and feel satisfied. If they disagree, they’re clearly mistaken and must be corrected. You don’t have to be right, you just have to win.

Why not implement these into an RPG? Your brand and following is basically your caster level, as long as it’s limited to conjuration and divination. You get into a shouting match with the office front desk and by the time you’ve given them so much grief about “Why won’t you just let the server team do its thing? Should I call the CEO?” they just let you through because they’re tired of dealing with you.

WashingCon is this weekend, and I plan to go and test out some of these ideas with the RPG I’m building. Hopefully, I’ll get a chance to test it out.

RPGs: Who goes first?

Initiative Systems are one of those mechanics that don’t seem complicated. Like most things in games, they’re an abstraction . Trying to model everyone going all at once in the middle of a fight would end poorly. What’s interesting is how different systems handle this.

Team-Based Turns

Determine the order of teams to act. Each team decides how their characters will act, and in what order.

Ironclaw does this most notably. The side that initiates combat goes first, in whatever order the players choose. Then, the other side goes. While simple, this leads to two main problems:

  1. Larger groups make this system harder to manage (Who’s gone already?  Who hasn’t? Who’s going right now?)
  2. Whoever goes first has a massive advantage.
    • This problem is made even worse but the first problem

Ironclaw solves problem 2 fairly well. Each side rolls Initiative, but instead of determining the order, it determines readiness. One of the possibilities of readiness is to be “Focussed” which allows the character to perform an action outside of his turn. This makes the first round unpredictable instead of a steamroll.

Character-Based Turns

Determine the order of characters to act. Each character then gets to take a turn, in order, often performing multiple actions.

D&D is most known for this. At the start of combat, everyone rolls for initiative. Order it from highest to lowest, and those characters go in that order. Faster characters tend to go closer to first but can vary in the exact order. Unprepared characters may still go first, in contrast to the previous example.

Shadowrun uses a modified version of this; each round initiative is rolled. After each character has gone (one “Pass”) subtract 10 from everyone’s initiative, people with positive initiative get another turn. Continue until no one has a positive initiative.

This type of system scales well but doesn’t allow for as much on-the-fly strategizing as Team-Based systems. Additionally, characters built to always go first can get screwed over with the die rolls, meaning they may not go soon enough to trigger what they need. Similarly, reactionary characters (like healers) may end up going first, and have nothing good to do.

Shadowrun’s system provides an additional problem: slow characters don’t get to do much. The mage gets to do 1 thing per round, but the cybered-out lunatic gets to take 2-3 turns.

Active Time Systems

Players have an initiative value. Actions modify this value by an amount dependent on the action. The initiative value determines who acts. 

These systems are a lot more interesting since there’s no turns. When the character is up to act, they act, then someone else has priority. I’ve seen two systems that do this, Arcanis and Paragon.

Arcanis does this with a clock system. Everyone rolls one or more d10 and writes down the lowest number as their clock value. There is a master clock that starts at 1 and advances one “hour” at a time. Each action advances each character’s clock value by a different number (Swinging a massive axe might advance it by 4, whereas swinging a one-handed sword might only advance by 2). This allows for a little more accurate combat, where characters doing slow things take fewer (but often more impactful) turns.

Paragon does a priority system. Your roll initiative, and assign increasing priority in decreasing initiative roll (if A, B, and C roll 8, 12, and 2, the priority would be B=1, A=2, C=3). Each action increases your priority similarly to Arcanis. However, each reaction also increases the priority. This can create interesting strategies where one character can be pinned down by spending time to dodge attacks, without ever getting a chance to react with an attack of his own.

This is my favorite system but also has a few problems. From a design standpoint, it’s trickiest to balance since you now need to weight actions against how impactful they can be. Additionally, it’s also the hardest to keep track of. Arcanis’s clock worked well but Paragon required a shared whiteboard to adequately keep track of.

Declare and Resolve (Simultaneous) Systems

Everyone decides ahead of time what they will do. After everyone has declared, resolve the set of actions. Repeat until combat is over.

Mouse Guard (and, I assume, other Burning Wheel games) has both sides declare a number of actions at the same time, and resolve everything simultaneously. This system has only 4 abstract actions (Attack, Defend, Feint, and Maneuver), and have a sort of rock-paper-scissors effect (Attack beats Feint, Feint beats Defense).

Unfortunately, that’s also why this system works. Attempting to declare specific actions (I’m going to move here, then I’m going to attack that guy) doesn’t work as well as more abstract actions (I’m going to do a Maneuver, then I’m going to Attack). It works for some games, usually more narrative-heavy, but not ones that work better with tactical combat.

Which System works?

Cop out answer: all of them do, in their own systems.

The reason for this is mostly thematic. D&D has a particular battle style largely because it grew out of wargames. Mouse Guard has a battle style that’s thematic. Ironclaw has a system that reflects how its action system works. Modeling combat is hard, so go with the next best thing: something close that fits the game’s style.

But really, which one do I use?

It very much depends on the game. Tactical combat works better when the players know the order of events, either the order of the Characters or Teams. Thematic games with more abstract combat are better with a Declaration method since that’s somewhat close to how a combat would play out. Active Time systems are good when the system is trying to highlight the differences : between actions.

What if I want something different?

Other ideas for initiative systems that I’ve heard about or thought of:

  • Nomination: the current character chooses the next character to act, but it can’t be on their team.
    • Upside: Sides are usually balanced, and can create interesting tactical choices of who to choose next.
    • Downside: somewhat easily gamed, especially by a GM that can obscure information. Weird with unbalanced sides.
  • Card Draw: Each character has cards to represent them. Shuffle the cards together in a deck, and draw. That character gets to act.
    • Upside: Good simulation of chaotic combat. Have to make tough decisions on who acts when. Easy to use regardless of systems.
    • Downside: Requires another game component. Can be too unpredictable.
    • Possible Modification: Have the top 3-5 cards be visible to allow for some planning.
  • Order Declaration: Like team based, but instead of randomly choosing who goes first, each side secretly chooses the order for characters to act. Alternate sides as characters act.
    • Upside: Interesting choices but hard to “game.” Characters can’t get screwed over by randomly bad initiative rolls.
    • Downside: Most of the other problems as Character-Based systems. High potential for Analysis Paralysis.

Creating a Tabletop RPG

The first project I want to work on is probably my oldest unfinished project. A few years ago I ran an Independent Study with a group of other students to try and make a Tabletop RPG. We ended up having 8 members instead of 3, which meant that we could do more more. So we divided up the components (classes, spells, items, mechanics) and set off.

It turned out to be a total mess. The mechanics felt like 4th edition D&D, the classes felt like 3.5 D&D, the spells didn’t feel like either, none of the items really fit the mechanics, the entire system way just a disjointed mess.

So I’m trying this again. Instead of shooting for a complex system, I’m going to go for a simpler system. I want the entire thing to be contained in 5-10 pages (which includes everything from items to rules to character creation). I want it to give a coherent view of the setting (Future Earth; Cyberpunk setting, no magic this time). I want it to have a themes or ideas that the person running the game can easily use. For example: you could replace your human limbs with mechanical ones to enhance your abilities, but at what point do you stop being human?

At this point, it’s just a matter of putting the thoughts to paper and just doing the work. Then endless playtesting and revisions until the game’s in a good place.

KeySmith: A New ActionScript 3.0 Keyboard Manager

Every time I need keyboard input in a flash application, I have three options:

  1. Use the built-in event handler
  2. Use what’s supplied (usually only for certain programming assignments)
  3. Make my own

Option 1 is not an option if I need to do anything better than check if it’s down at all. I can’t use it for anything to detect a simple button press (up this frame and down last frame) or anything more complicated than detecting if a button is down or released.

Option 2 is usually not much better and only available on a few assignments. Usually it’s only slightly better than normal and functionality can vary widely from program to program. I want a certain degree of consistency.

Option 3 has so far been the best, but is usually time consuming. I had one that I would reuse, but it was very limited without having to go and touch the base code. As the programs got more complex, it became more cumbersome as I had to work around the limitations.

I decided to make another keyboard manager, and this time with every feature I could ever practically seeing myself needing. I’ve made it as extensible and optimized as I could make it and made sure to fully document it as well.

I would like to present the KeySmith Keyboard Manager.

You can download and use it on my Projects page. It’s free for anyone to use under a Creative Commons license.