The Forge Archives

Archive => Indie Game Design => Topic started by: Bill Cook on July 03, 2005, 04:35:18 PM

Title: [Story Steps] WWII Campaign - II of III
Post by: Bill Cook on July 03, 2005, 04:35:18 PM
Session I (http://indie-rpgs.com/viewtopic.php?t=15739&highlight=).

(Though actual play, I thought this post would be better suited to this forum since play concerns an author-created system in development.)

I had a good deal of trepidation prior to last night's session, but it turned out to be pretty wa-hoo fun. I was having (what is for me) that classic twisting of the gut between calling prep done and reserving myself for improvisation.

One thing I didn't like about our first session was the quick exits. I sat around playtesting a shootout for hours, trying to work it out, and began to feel like the system was hopelessly broken. (Concern over lethality with arms fire has always been a psychological bugbear of mine.) And then it occurred to me: why not double capacity to exit? It seemed kind of cheese ball, band-aid fixy, but it tested well.

Another thing that seemed a little off was not having a mechanic for pain. To some degree, I want "taking it on the chin" to be a sound option, but not to the degree of "budgeting blows to your last quarter and then getting serious." Tight margins are prevalent in this system. I like the punch that adds, but it makes pain more like playing chess without the queen where it should be like losing one or two pawns.

So now that I had twice the range, I decided to penalize rolls by the second series of lowering. And it felt about right. There was pain, but it came at the end; so the fear of it kept you on your toes before it hit. Also, the first count goes away while pain persists.

Another little tweak that popped up during playtest inbetween sessions was changing a rule from "may strike to defend" to "may strike to oppose." When group A ran from group B, where B had already fired, they couldn't strike to pursue, even if they shot for shit. With the change, they get to scrap the shot and keep pace.

I tooled around with the group mechanic, also, trying to formalize it. Instead of adding dice equal to Man Advantage, it's now as follows:

Ratio Add Dice
----- --------
 2:1       +1
 3:1       +2

So now there's no skip from no bonus dice to two bonus dice. Crowding caps access at 3:1. (There can be exceptions, but that's the default.) Also, significantly, Membership becomes the capacity for exit (as opposed to .. something like D&D hit points). So margin applies to create troop losses, as it should.

Before I drove to Jason's, I sat down at a Taco Bell booth and wrote five complications. (Earlier in the week, I had written one pure exposition scene.) So I released some fears by creating a fresh starting point to interject.

** ** **

While waiting for Cory, I explained some of the changes to Jason, and we revisited how man advantage applies to the newly doubled capacity to exit. I used clear beads to represent the "soft damage" and red for "lasting effects." Unlike skill, equipment or position, man advantage applies sharply to Membership.

e.g. Accept a base pool of three dice. Group A has three men. Group B has ten. Add two dice to B's pool for man advantage. Where B slaughters A, the first three degrees of effect merely approach. The next three penalize the pool and measure losses. Exit at zero.

Where A slaughters B (like black giants battering an unlucky band of Zingarans), the first five degrees approach. The next series causes pain, loses by degree (two men per, in this example) and exits.

I agonized a bit over whether (1) losses surrender base and man advantage or (2) dice are dice. Still not sure, but we went with (2).

** ** **

Cory showed up and Nick, unexpectedly, was also able to make it a little later. There were a number of highlights: