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Topic: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates
Started by: Halzebier
Started on: 11/16/2005
Board: Indie Game Design


On 11/16/2005 at 11:41pm, Halzebier wrote:
[Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

Hi there!

I've been holding off on posting regarding the November Ronnies because "[The Ecology of the Mud Dragon] First Impressions" (http://www.indie-rpgs.com/forum/index.php?topic=17576.0) didn't garner many responses and I feared I may have started discussion too early.

Now that John L has started in on "[The Saint's Golem vs. The Devil's Dragon] comments on November Ronnies entry" (http://www.indie-rpgs.com/forum/index.php?topic=17627.0), it's open season on the November Ronnies entries and nothing's holding me back as I just have to write about Kpachoapmee (or Krasnoarmeets?).

It's an "RPG/minis hybrid" by James Holloway and centers "on the unglamorous southern flank of the Battle of Stalingrad in the autumn of 1943". You can check it out here: http://www.1km1kt.net/rpg/Kpachoapmee.php*

*How the heck do you hide links behind other words? That would sure clean up my posts.

Title

I found the title just confusing, but the mini-summary quoted above made me click on it amidst all the other links to 24 RPGs on the 1km1kt site.

Use of Minis

I like James' suggestion to use the miniatures' body postures as inspiration for character traits.

I love the idea of putting them on a board and thus physically representing the deep, deep shit - or mud, as it were - they find themselves in. It's probably no surprise, but I have a sizeable collection of miniatures and springing them on my players has gotten lots of Ooohs! and Aaahs! over the years, particularly when their placement indicates a difficult challenge (e.g. when I place lots and lots of minis on the battlemat to surround the characters or place them next to the characters because they have just teleported in).

What surprised and excited me most about James' design is this concept:

The idea behind a Krasnoarmeets mission is that any dramatic tension comes from tactical
factors -- that is, from the need to balance risk and reward, personal safety and the safety
of one's comrades, etc. The board serves to place these factors literally at the center of
play, and sets the idiom of the game as a visual and tactile one. This is not a tactical
simulator, but the tactical questions help to facilitate the overall experience and the board
helps to facilitate the tactical problems. Hopefully.


So far, the rules' tactical depth looks just about right to me (with perhaps a tad too many modifiers). In my opinion, the tactical game should provide tension and a few, good options, but not take over the rest of the game. To that end, doing away with equipment choices and boiling tactics down to the essential stuff is probably the right way to go.

(I like the rules for attacking in earnest and especially shooting because from the look of them, they should create the kind of gritty, drawn-out firefights the source material suggests -- and require characters to assist each other!)

Putting characters you care about at risk and making hard decisions on whether to cut and run or help another player's PC can be really exciting. In my experience, though, either people care too much about the characters (usually because they have long-term plans for them) or not enough (because they lack goals and relationships the player is interested in). I haven't really got much of substance to say here, except that I'm hoping that here's a game that could facilitate just the right (for me, anyway) kind of balance (and the right player expectations).

Misc

I like the game's color, such as James' explanation of what soldiers did with their gasmasks when vodka rations weren't forthcoming...

Regards,

Hal

Forge Reference Links:
Topic 17576
Topic 17627

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On 11/17/2005 at 12:01am, Jared A. Sorensen wrote:
Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

So far, this is my favorite game of the bunch, hands-down. Plus it uses the Cyrillic alphabet in the title.

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On 11/17/2005 at 12:52am, Gregor Hutton wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

I agree with Jared. I read it quickly before I went to work this morning and it really grabbed me. I'll pick this one to give detailed feedback on later.

Initial thoughts are that I found it easy to read, I liked the clear labelling of what wasn't covered in the text, and the idea of painting figures together to create your characters. I have buckets of plastic 1/72 scale German and Russian figures from my youth at my parents house -- something to recover when I visit for Christmas for sure! (Also, the WH40K Imperial Guard figures could do as well, there were some excellent Russian-style figures done there.)

I also really liked the qualities given to the characters, which remind me very much of the abstract qualities given to troops in wargames, as opposed to the common approach that most RPGs take (contrast describing someone's Dex, Str, Con, App, Int, etc. with describing their Awareness, Agression, Steadiness and Motivation).

The avoidance of gun was good too. It is focused on about as much as a peg-less tent is. All good.

More detailed and specific feedback will probably follow this weekend.

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On 11/17/2005 at 1:37am, James Holloway wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

Hey, thanks for the kind words.

I didn't know anything about the 1km1kt system, so I didn't realize that the title would display that way. I also feel like a bonehead for not including an explanation of the title. I was sure I had used the term somewhere in the game, but now that I look through it I don't think I did.

So, the Soviet Army is the Raboche-Krest'yanskaya Krasnaya Armiya: the Workers and Peasants' Red Army. So a Krasnoarmeets is a Krasno - Arme - ets, that is, a person of the Red Army, a soldier. A veteran Krasnoarmeets is a frontovik, a front-dweller, front-guy. It came out Kpachoapmee because these are the Latin characters that best represent the Cyrillic characters; apparently the character for "ts," not having an equivalent, just got dropped.

Gregor has the origin of the traits spot on; they're inspired by the way things are done in a lot of tabletop wargames. The designs of Chris Peers (At Close Quarters, A Good Day to Die, etc.) were particularly influential. I also bootjacked the idea of fire being dangerous depending on the abilities of the target rather than the shooter from some game or other (Flames of War, maybe? Battlefront? I just don't know), although here it's applied at a much smaller scale.

Here's my question for you guys: based on the text, do you have a clear idea in your mind of how a session of the game, and by extension a group of sessions, would go? I am not at all sure if I provided enough support for this.

I'm also not sure that the soldiers themselves are sufficiently well-developed in terms of their personalities that the danger to them is particularly compelling. That's what all that life-in-the-trenches color is there for; to humanize them, but I think it's important for them to be human beings in a specific way rather than just "life of a Red Army soldier." It needs to be "life of my Red Army soldier." But then I would really enjoy the idea of creating this character, with a family, and aspirations, and so on, and then putting a Romanian MG round in his dome at the start of the game. I'm weird.

Too many modifiers: yes, yes, yes. Or too many of not the right kind.

Overall, though, I'm happy. I wrote "even if it blows, I wrote a game." And I do want to come back to it and try playing it.

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On 11/17/2005 at 7:20am, komradebob wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

James:
This is an excellent little minis game!
I like the way you've focused this game. I see way too many minis games that try to fit everything and the kitchen sink into them.

I also like the way you've moved away from gun-modelling and focused on the individual soldiers and their connections. It very much seems to have the feel of a war movie.

I can't wait to see what the final version of this game, hopefully with a full-blown campaign as you suggets towards the end, looks like.

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On 11/17/2005 at 9:02am, Gregor Hutton wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

James wrote: I'm also not sure that the soldiers themselves are sufficiently well-developed in terms of their personalities that the danger to them is particularly compelling.


Garghh, I just spent some time painting that figure and giving him a name and close buddies, etc. Hell, of course I'm going to have investment in keeping that little bastard alive!

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On 11/17/2005 at 11:13am, James Holloway wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

Gregor wrote:
James wrote: I'm also not sure that the soldiers themselves are sufficiently well-developed in terms of their personalities that the danger to them is particularly compelling.


Garghh, I just spent some time painting that figure and giving him a name and close buddies, etc. Hell, of course I'm going to have investment in keeping that little bastard alive!

That was the idea, yes, to develop a connection through physical, almost ritual acts. I do hope it works out that way in play.

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On 11/17/2005 at 11:35am, Dumirik wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

I hate always being the guy who says "Yeah, I'll read it in a little while and get back to you", so to cover this up, I'll tell you how to do hyperlinks. Type a word. Highlight that word and click the "Insert hyperlink" button that is third from the left on the second row. The one with the little world on it. After the [url, type ="http://the site you want to link to.com" and close it with a ]. It should look something like:

[ url = "http://www.google.com ]word[ / url ]

but without the spaces. That is how you hyperlink. Also, hit preview before you post it, so that you know whether it worked or not.

Luck,
Kirk

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On 11/17/2005 at 12:38pm, TonyPace wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

I also like this one a lot, although I don't know just how wargamish it would turn out to be in play.

Yes, I am sure that you would be invested in your miniature's safety, as they are your representation in the setting, but it's called pawn stance for a reason. You do what's best for your character, but that doesn't mean you identify with them.

That said, there's no reason this couldn't be a superb small unit tactics wargame with role-playing elements, and I think there's a real desire for that in the market. I can totally see my gaming group totally falling for such a thing - maybe even this game. There's some good discussion about this on the OgreCave podcast.

I also thing that the typical 'roll-to-hit' + morale tests + movement + equipment rules in 'lite' wargames like Warhammer and  WarMachine that I'm familar with has obvious limitations not only for role-players with peripheral interests in minis and such but also to serious wargamers who may be interested in tactical conflict but aren't impressed by the typical offerings, who must realize that individual motivations are a crucial part of what makes war an exciting competition.

But I suppose this sort of game would blow right over the people who really like those games since a lot of their focus is on the cool minis and the gear - not the tactics or the feel of battle.

There's a lot more to be said about the practicalities, design, and marketing of skirmish RPGs, but I'll save it for another thread.

Overall I think this is close to the right balance for me and mine, although I agree that some of the modifiers aren't quite right.

The Picky Stuff

I found it a bit odd that there was no way you could be harmed by anything other than a direct attack. I can see how it would make firefights more drawn out and bloody, but I worry that in play the system might lead to a failure paralysis spiral.

The cumulative modifiers also got to me a bit - does a hard emplacement total to be a +5 modifier from both hard cover and prepared position?

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On 11/17/2005 at 12:56pm, James Holloway wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

TonyPace wrote:
I found it a bit odd that there was no way you could be harmed by anything other than a direct attack. I can see how it would make firefights more drawn out and bloody, but I worry that in play the system might lead to a failure paralysis spiral.

The cumulative modifiers also got to me a bit - does a hard emplacement total to be a +5 modifier from both hard cover and prepared position?

Yeah, modifiers need to be reworked a lot. They were written in the middle of the process, and by the end, the rules they were meant to interact with had been substantially altered but they hadn't.

As for not being harmed by unaimed fire -- originally there was a teeny outside chance that you could get hit. I forget what the deal was, but it basically amounted to troops in the open with low Steadiness who rolled shitty dice being able to be hit. But the chance of it was so unlikely that I figured what the hell. The way I see it, a group will lay down suppressing fire on a target until it's pinned, and then the members of the group with high Aggression will start trying to pick off individual troops with direct attacks. The only thing that needs to be added is that moving into or out of an area under fire should be risky.

The real risk from unaimed fire is that it causes Stress to get pinned, and Stress can lead you to do something that will get you shot, either by the enemy or when you get back to the Base.

I need to add a section on how the Red Army views combat fatigue (it's called "cowardice," and it's a shooting offense). Maybe I did already.

Tony, you also talk about the pawn thing -- like, the miniature delivers a layer of detachment and insulation between the player and the character, and makes "pawn" play more likely, robbing the game of some of its impact. This is exactly what I'm worried about, too, and I added some of the player-figure identification stuff in order to counter this, but it will probably still happen. I have to either get comfortable with this or do something about it. I'm just not sure what.

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On 11/17/2005 at 1:57pm, TonyPace wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

Only you can really decide where to take it, but I can tell you that I really believe that there's a real market for a character driven skirmish RPG. And the personality driven mechanics are just as important there.

To take one example, D&D Miniatures may be a decent commercial success, but to me it's a failure on every level, because tactically, it's too slow and as a role-playing system the SiS elements of D&D like unbounded problem solving are eliminated. And what's left are your combat moves and your magic and your gear and your will save and movement rate. Which is the same as warhammer, only at about 1/4 speed.

To put it a different way, I was just reading an essay on John Kim's site about personality mechanics. The gist of what I took from it was that personality mechanics can be very useful in a game, but they don't necessarily encourage acting out those traits per se. They can do lots of other things, like signal to the GM what you're interested in seeing in the game, or regulate experience, or add an interesting tactical dimension. And I think your system has strong potential to do the last one in a way that addresses the needs of both role-players and serious wargamers looking for a fairly light skirmish level game.

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On 11/17/2005 at 3:01pm, contracycle wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

Its very interesting... but what strikes me is that the real driver of play is the campaign, and so I would expect to see more detail on mission design.

Your mechanics do seem to capture certain elements of the setting and situation, so I can see the play of the skirmish wargame part will likely be quite satisfying.  But without a strongly developed mission structure, I think its likely that over time the pawn funciton of the character will beceom more and more enforced, and the other concerns like stress will be steadily stripped of significance.

For example, unless there is a "mission" in rear areas, the effects of stress are only significant in terms of combat and survivability - which might likely lead to "psychotic sociopath" syndrome as observed in other games.  That may be no bad thing in and of itself but if you never get to exhibit and express this trauma, has it any relevance?

I think some system of mission selection and design would be required to reinforce the RPG mode of play, and would also enhance replayability.

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On 11/17/2005 at 3:33pm, James Holloway wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

contracycle wrote:
For example, unless there is a "mission" in rear areas, the effects of stress are only significant in terms of combat and survivability - which might likely lead to "psychotic sociopath" syndrome as observed in other games.  That may be no bad thing in and of itself but if you never get to exhibit and express this trauma, has it any relevance?

I think some system of mission selection and design would be required to reinforce the RPG mode of play, and would also enhance replayability.

Hmmm. Yeah, definitely. OK. Something to think on.

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On 11/17/2005 at 3:46pm, Halzebier wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

I'll second what's been said about the attributes (motivation, steadiness etc.). I think it's really nifty that they function both as personality mechanics (in a loose sense) and as combat mechanics.

(This reminds me of some mangas (and manga RPGs), where one's chances in a fight are less about skill and more about rage, pent-up hate, relationships and so on. If you're angry enough, you will succeed. =)

Also, it really adds to the realism. In many traditional RPGs, combatants move and act with machine-like precision and totally disregard psychological factors. That is one of the reasons why fights in these games are so damn short. If you use the rules for large-scale warfare, you often have what should be a three-hour engagement of two armies finished in 20 rounds (however long those are).

(Incidentally, the first-person sequence at the end of the "Doom" movie is a near-perfect rendition of what such combat would/should look like. Way cool, but not realistic.)

Hence, I'd consider a "failure paralysis spiral" as mentioned by another poster a definite plus (as long as it doesn't paralyse the players as opposed to the characters).

Regards,

Hal
--
P.S.: Thanks for taking the time to give me instructions on inserting hyperlinks, Kirk!!

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On 11/17/2005 at 4:46pm, komradebob wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

I'll add a little weight to what others have said. This game looks really good in campaign potential. It might be interesting to see you turn the next part of your effort to this aspect of the game and let considerations about modifiers and whatnot wait.

You mentioned that you have some very real ideas where you want this campaign to go- Basically we get to know these characters, watch them develop, and then basically get to watch them die when the Big Push comes. Which is cool. It's suitably tragic, very Eastern Front.

Is there a way to tie the accumulation of experience and coping mechanisms into the moving forward of the mission/campaign timeline? Perhaps some mechanic where the death of characters with a certain total value (above starting values) moves the scenarios forward?

I think it could work thematically.

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On 11/18/2005 at 9:12am, contracycle wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

komradebob wrote:
Is there a way to tie the accumulation of experience and coping mechanisms into the moving forward of the mission/campaign timeline? Perhaps some mechanic where the death of characters with a certain total value (above starting values) moves the scenarios forward?

I think it could work thematically.


Now thats evil.  Thoroughly diabolical.  But I agree, it should work.

I've had some more thoughts on how a "rear area" might be experienced.  I wonder if something like the Inpsectres Fraqnchise might be borrowed, or the base-creation system from Con-X, in order to procure player buy-in to part of thre setting other than the front itself.  So perhaps there should be a group creation task of a bunker or command post or similar, to which the characters retire and where their vodka and ciggarettes are stored.  And you bring this part to life by some semi-ritualised interactions - they have to go to the command post before each mission to receive their orders, and retrun there afterward tpo be debriefed.  Also, the supplies in the bunker can then also become a subject or play: if you established a resourcing system that assumed a default state of shortage, then frex rolling for such supplies as have managed to make it through this week might itself be frought with tension.  It also generates more grist for the mission mill, because perhaps the vodka truck was strafed this week and "other arrangements" will have to be made.

I think there might be quite a bit to be made out of this sort of thing, and you appear to be familiar with the army's organisational structure so you might already be in a postion to do this in an informed manner.  It also provides from some human interactions, which will largely be lacking from a purely skirmish-based game.  Quite a lot of hijinks can go on this sort of context; in Chicken Hawk, Robert Mason mentions an incident in which a Huey disapeared and everyone used the opportunity to claim that stuff they had traded to other units had actually been on this chopper when it went down, and thats why the items in question could no longer be found - even though, as Mason pointed out, if you totalled up the mass of all the stuff it was alleged to have been carryinbg it would never have been able to take off.  I think these sorts of things are often an important part of the military experience, and more importantly, in the story telling of military experience.

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On 11/18/2005 at 2:43pm, komradebob wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

Now thats evil.  Thoroughly diabolical.  But I agree, it should work.


Wanna make it more diabolical?

The accumulated points that move the camapign forward are based on the survivors' attachments to the killed characters.

Everybody loved Piotr, the simple farmboy from the Caucausus who sang peasant songs back at camp to pass the time. It was a helluva blow when that Hitlerite sniper put one straight through his helmet. There wasn't enough vodka in camp to erase that loss.

OTOH, the platoon barely noticed when Ivan the FNG got torn apart taking out the machinegun nest. Ivan had only been in camp two days. His bags weren't even unpacked. He ends up just another faceless casuality in a meatgrinder war.

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On 11/18/2005 at 5:19pm, Sydney Freedberg wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

That's beautifully hideous. "Unrealistic," of course, but it drives the point home well.

So far, this is a cool, colorful personal-level wargame with roleplaying elements (which of course is where D&D came from, too), on an undeservedly neglected front of the war (nobody did more to save the world from Hitler than the Red Army grunts), but it's missing its heart:

the current draft of the rules wrote: Your tovarishti can lend you extra help in times of trouble, but when bad things happen to them you share some of the consequences. I have completely left out how your tovarishti help you, because I ran out of time.


If you can make a mechanic for this, it can be as central and powerful as Love in My Life With Master or Trust in The Mountain Witch, where players constantly face the trade-off of "investing emotionally in other people is the one thing that makes me effective enough to survive, but it makes me terribly vulnerable to them betraying me or dying."

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On 11/18/2005 at 5:47pm, komradebob wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

That's beautifully hideous. "Unrealistic," of course, but it drives the point home well.


Possibly, but it does follow a format found in war memoirs and films.

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On 11/21/2005 at 3:38pm, contracycle wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

komradebob wrote:
The accumulated points that move the camapign forward are based on the survivors' attachments to the killed characters.


On further reflection I think this might backfire.

I suggest that if you effectively paying "closeness" for "progress", then you feel empowered.  Sure, you liked Bob and Bob got it, but Bob was worth a whole 6 points of plot progression - result!  However, if a warm body is a warm body, and you'll get just as much "benefit" for the FNG as for Bob, then keeping Bob alive and "expending" the FNG becomes part of your problem.  There's no return to losing Bob.

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On 11/21/2005 at 5:36pm, komradebob wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

contracycle wrote:
komradebob wrote:
The accumulated points that move the camapign forward are based on the survivors' attachments to the killed characters.


On further reflection I think this might backfire.

I suggest that if you effectively paying "closeness" for "progress", then you feel empowered.  Sure, you liked Bob and Bob got it, but Bob was worth a whole 6 points of plot progression - result!  However, if a warm body is a warm body, and you'll get just as much "benefit" for the FNG as for Bob, then keeping Bob alive and "expending" the FNG becomes part of your problem.  There's no return to losing Bob.


I'm a bit lost, but that may well bell my fault.

FNG Ivan would be mechanically a character that less characters have an attachment to. Comrade Bob is well beloved with several characters having an attachment to Comrade Bob ( as it should be ;) ).

ComradeBob is zotzed= 6 pts of Campaign adavance ( 3 other surviving characters with 2 poiint connection each to Comrade Bob).

FNG Ivan is zozted=2point campaign advance ( One other surviving character had a 2 point connection to Ivan).

Now, players could feasibly throw tons of low connection characters into meatgrinders to advance the plot, holding back the risk to high connection characters, but that would mean that the campaign advance is slooooww and the characters would be terribly ineffective, as well as picking up huge amounts of stress due to the multiple missions necessary to move things alone ( ie-sacrifice the Noobs).

So basically, it throws some decisions back on the play group as a whole:
How fast do we want to advance this campaign?
If the answer is "Fast", then the method becomes cruelly obvious...

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On 11/21/2005 at 10:59pm, James Holloway wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

This is all really good, guys. Keep it coming. It's going to be a while before pressure of work allows me to come out with Krasnoarmeets 0.2, but this is all going in my notes -- I agree with Sydney that the tovarisch thing is a big blank in the game. The idea is, yes, that the people you're buddies with are the ones who can help prevent Stress -- but their loss inflicts a huge amount of Stress on you.

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On 11/22/2005 at 7:42am, mutex wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

The thing here is that you then create a situation where someone who has been often hurt by the loss of their tovarischi will try to game the system if they're close to Stressing out and going nuts.  I feel that makes sense from a psychological standpoint, as someone who has been emotionally hurt repeatedly is less likely to bond with someone (whose just going to get killed anyway).  So, you end up with the characters becoming emotionally hardened.

On a completely other tangent, you mentioned briefly the Axis soldiers.  An interesting campaign idea might be to play the Soviet soldiers until the end of the war, and then have them play the opposition with the grim certainty of defeat (as in all of the missions had been played out, and the results were already known).  For example, if an Axis soldier was killed in the first campaign, then when the players reach that mission, they would know that at least one of them *has* to die >:)

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On 11/22/2005 at 11:37am, contracycle wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

komradebob wrote:
So basically, it throws some decisions back on the play group as a whole:
How fast do we want to advance this campaign?
If the answer is "Fast", then the method becomes cruelly obvious...


Agreed.  However, I am suggesting that the play group should NOT have this power, or more precisely, that having this power will undermine the sense of randomness, waste and brutality in war that is alluded to in the rest of the game.  As I mentioned, the players may see the the "expenditure" of a "loved" NPC as a cost/benefit decision, rather than as an artifact of the inhumanity of war.

You see I might even go so far as to propose that the progress tracker would be simple body count, of both sides.  Because then I would think the players will be even more motivated to ensure that the bodies in question are "theirs" and not "ours".  If there is benefit to sustaining casualties on our side, than its just part of the game - not something to be concerned over.  If there is no benefit, it is to be avoided like the plague.

--

Another aspect of the casualty tracker occurred to me - its a form of progress that is totally unrelated to any measure of mission success.  Thats quite interesting.  So it would allow something that is quite rare in terms of RPG - people may decide to fight another day.  That is, if the fighting has gone badly and the body count is high, you-the-player may then know that you have - or probably have - achieved the threshold for the next developement.  So even if you are losing the skirmish here and now, you can still run the hell away and the game will continue - it does not depend on, or assume, either victory or defeat.

In fact I wonder if this will be the first design I have yet seen so robust as to survive a total party kill?

--

On the "rear areas".  One thing to point out is that I do not think that any significant quantity of play should be shifted to the rear areas.  But as mentioned previously, I think the players should have some kind of identification with a "home base" or sorta safe zone.  This then provides another axis of intervention and exposition, because then in the course of play this fairly nominal factlet can be used to signpost developments.  For example, in sessions one and two the platoon or whatever may be operating out of a factory basement, in session three they are moved elswhere and take up a spot in a railway tunnel, or similar.  Essentially, this provides a mechanism for introducing scene changes into what would otherwise be a fairly static environment.  Also, of course, you could then set a scene IN the safe zone as it suddenly becomes very unsafe due to an enemy thrust.

I think the CO should be used in the same way.  Like the setting, the CO can be changed from time to time to reflect casualties and transfers.  There is no real need for the CO to be an "important" NPC to the players, they can just as easily hate his guts as like him.  He is not a pathetic character, he is merely a device for exposition.  But he should be a realised NPC with some characteristics, and the GM should portray him as a person, in full RPG stylee.

--

On the pawn potential of figures.  This might also be an interesting angle, rather than a problem.  It strikes me that in all the combat games I play, I don't think about the dead at all while the action is still underway.  That is, the situation you find yourself in is comprised exclusivley of those elements that are still alive and kicking.  It is after the fighting, as they say, that the butchers bill is reckoned.  So from this perspective, the fact that there is a phase of play in which the adoption of pawn stance is tacitly encouraged is a fairly good representation of how it feels.  Under the pressure of enemy threat, I think dealing with the consequences of loss will be postponed.  And equally, under the pressure of enemy threat, the willingness to accept strategic losses is enhanced.  So I think that an adoption of pawn stance during the combat segments may be no bad thing, necessarily, as it will kind of replicate the thinking and behaviour that does actually occur, I think.  But you will also then have to deal with the consequences of your tactically sensible actions.

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On 11/23/2005 at 6:37pm, Sydney Freedberg wrote:
RE: Re: [Kpachoapmee / Krasnoarmeets] Enemy at the Ronnies Gates

I find myself agreeing wholeheartedly with Contracycle (which is actually kinda rare): If the players have too much power to determine the course of events, you lose the helpless terror that is a large part of any war. Using "total body count, ours plus theirs" as your clock towards endgame is a fascinating idea.

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