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Topic: [eXpendable] Movement & Range
Started by: greyorm
Started on: 7/28/2010
Board: First Thoughts


On 7/28/2010 at 9:34am, greyorm wrote:
[eXpendable] Movement & Range

(This is a post about eXpendable design: a dark sci-fi action game about criminals drafted into the galactic army as fodder. It is a Sorcerer-style game mechanically, with dice pools built around attributes and a best-die-wins mechanic.)

I still haven't been able to get this thing playtested, mainly because it still isn't ready for primetime. Case in point: while giving the big "fleshing out" to the Movement and Range rules for combat the other night, I realized that while they worked in my head, when I tried to implement them, they were broken for groups of larger than two foes.

In eXpendable, everyone has a Movement attribute that is used for changing Range and for Hunting/Chasing (and of course, for running away and escaping, etc). There are three loose Ranges in combats: Close (melee distances), Ranged (projectile weapon distances), and Hunted (in sight, out-of-range). What those actually are in distances can vary easily depending on environment, obstacles, and so forth. As it stands, a character takes an action to make a Movement check to change range by one "step" (Close to Ranged to Hunted), and if successful moves one "step" forward or back.

That's where the problem comes in: a character could be at different ranges to different characters/foes (or vice versa), and that's more book-keeping than I like for this system (which, though tactical, is supposed to be more stylized and cinematic than a true war-game inspired system).

I was originally looking at Agon and 3:16 for inspiration on how to handle the issue, then tonight I realized that rather than worry about exacting ranges for everyone, only worry about 1) already established ranges, except when circumstances dictate they might have changed, 2) the ranges that matter right then and there. That if a Range comes up as an issue -- "How far away am I from..?" and there is some disagreement on the matter between the players, or the GM and player(s) -- then they simply have their characters make opposed Movement checks with the winner deciding the range they're at.

I'm pretty much posting this as a look-see-how-I-worked-through-this. Though if anyone sees any issues with this method I might be missing, fire away.

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On 7/28/2010 at 7:30pm, Ar Kayon wrote:
Re: [eXpendable] Movement & Range

Is your system essentially gridless?

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On 7/28/2010 at 11:36pm, greyorm wrote:
RE: Re: [eXpendable] Movement & Range

You are correct: there is no grid or battlemat or minis involved. This is old skool "it's in your head and in the numbers" kind-of play married to indie Narrativist theater. So when I say a character has a Movement attribute, similarly to how "Range" is a loose narrative concept, it isn't a measure of how far they can move in a turn or a number of squares/meters/distance they can cover in X amount of time or similar.

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On 7/29/2010 at 6:30am, Ar Kayon wrote:
RE: Re: [eXpendable] Movement & Range

Gridless movement is a pain in the ass to design elegantly, but the payoff is that you don't encounter the logical limitations of the grid.  Diagonal movement on a square grid is longer than straight movement (you need to know the pythagorean theorem in order to calculate it accurately); movement on a hex map works fine in 6 directions, but the other two directions cause you to end up between hexes. 

In my opinion, gridless is a good way to go for the type of design you're going for.  However, I cannot provide insight to your problem yet.  Could you present a combat example so that I may visualize the mechanics and get an idea?

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On 7/29/2010 at 7:25am, Noon wrote:
RE: Re: [eXpendable] Movement & Range

I think if you've made a mechanical distinction on where a token is placed, you've drawn a grid line whether you like it or not.

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On 7/29/2010 at 9:25am, greyorm wrote:
RE: Re: [eXpendable] Movement & Range

Ar: How familiar are you with the Sorcerer RPG system? (I ask because unless you have some familiarity, any example I write up is going to be completely Greek.)

Callan: you've drawn a "line", of sorts, yes, in terms of where things might or kind-of relate to each other in the imagined fiction, whether or not that's a "grid" line of some sort is highly debatable.

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On 7/29/2010 at 11:50am, Ar Kayon wrote:
RE: Re: [eXpendable] Movement & Range

No, sorry.  I have a severe allergy to narrativist systems.  I read "tactical" in your post and decided to continue reading.

Greek as in the game vernacular is complex?  Go for it; I love to see the inner workings of a system.

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On 7/29/2010 at 10:18pm, Noon wrote:
RE: Re: [eXpendable] Movement & Range

greyorm wrote: Callan: you've drawn a "line", of sorts, yes, in terms of where things might or kind-of relate to each other in the imagined fiction, whether or not that's a "grid" line of some sort is highly debatable.

Seems about as debatable as the existance of gravity, to me?
Close (melee distances), Ranged (projectile weapon distances), and Hunted

Three grid positions
As it stands, a character takes an action to make a Movement check to change range by one "step" (Close to Ranged to Hunted), and if successful moves one "step" forward or back.

Moving one grid position, ala a 'five foot step' in D&D 3/4.

I'm thinking in a 'mechanics delinate what fiction is valid' way (like the old word games like 'describe an apple without using the word apple, or red, etc' delinate what fiction can be used in doing the activity). If your trying to think in some 'fiction deliniates what mechanics are employed(if any)/deliniates how mechanics are employed', I dunno. But I never understood 'designing' for that, as fiction determining mechanics use means people just deciding whether they use the mechanics (fiction doesn't exist to decide anything). Mechanics just become suggestions to people, in that case. Anyway, if they are just a suggestion, just as valid is taking the suggestion to be a grid :)

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On 7/30/2010 at 3:56am, greyorm wrote:
RE: Re: [eXpendable] Movement & Range

Callan: then it's only a grid in some kind of non-Euclidian universe, at which point the term "grid" is meaningless to mere mortals. And I suspect the game, unlike ORX, is more the latter type of what-the-fiction-does than the former, so this may not be your thing (but this isn't the thread to discuss that in).

Ar: Alright, but I can't guarantee this will make sense without a grounding in the mechanics. The really, really quick base-system, as mentioned above: it's a die-pool, highest-die-wins system.

Let's say Grav and Ketch (PCs) are brawling with a group of space pirates (5) in a cargo hold on a large freighter. There's a clear area towards the center of the hold, otherwise surrounded by piles of boxes, crates, and large shipping containers, a number of which are stacked in neat towers and rows towards the edges. Everyone is currently towards the clear area around the center.

Grav is out of ammo, but still has his combat knife. Ketch is carrying a fancy futuristic rifle with a few rounds yet. The pirates all have hand weapons, knives or heavy tools mostly, and at least one has a sidearm. Let's say Grav has a Movement of 2 and Ketch has a 4, and the pirates all have a 3. To make it simple, we'll say Stamina and everything else is at 2 or 3, and I also won't use the other rules that mitigate damage or provide bonus rolls (Fallout, Equipment, stat rolls) for this example.

Round 1: Because neither group noticed the other before this (determined somehow earlier in the fiction), this is a surprise meeting, so the GM decides the PCs and the NPCs start at Ranged from each other, and no one disagrees. Grav wants to charge the pirates and get Close, surprising them, Ketch wants to stay at Ranged and instead climb up some boxes to get some cover and a height advantage. Most of the pirates want to get to Close with them, another wants to shoot Ketch, and another wants to get to Hunted range in the opposite direction (maybe to get help). So Ketch's player says to wait, he wants to shoot at the running guy instead. Everyone's agreed about what they're doing in the round so everyone rolls:

Grav rolls 9,9 to close with P1.
Ketch rolls 12,11,2 to shoot the runner.
P1 rolls 5,4,2 to close with Grav.
P2 rolls 6,3,1 to close with Grav.
P3 rolls 10,7,5 to close with Ketch.
P4 rolls 12,11,1 to move to Hunted...maybe running to get help.
P5 rolls 5,2,1 to shoot Ketch.

Ketch gets his shot off first, so P4 aborts his action to defend (rolling 8,7) but takes a bullet for 4 Shock and 2 Injuries (6 total penalties) and goes down. He's out for the next round, until the Shock wears off. No one is trying to stop P3, so his action succeeds automatically. He rushes around Grav's charge to Close with Ketch on this side of the hold, knife drawn. Grav charges to Close with the other pirates on the other side of the hold (P1 and P2's Move actions never happen as they're already at Close with Grav). P5 shoots at Ketch, who defends (rolling 12,9); Ketch ducks right after his own shot and the pirate's bullet cracks a crate behind him.

Round 2: Ketch's player curses about being stuck at Close with this pirate (his rifle has a 2-die penalty to attacks made at Close) and wants to move to Ranged, so off somewhere into the crate stacks. P3 wants to stab Ketch, gutting the intruder before he can run off.

Ketch rolls to Move: 10,7,3,1
P3 rolls to attack: 10,4,3

Ketch, having just ducked, dives away and sprints off just as the pirate slashes at him, missing. Ketch is now back at Ranged.

(Grav is busy fighting with three pirates. The one who shot at Ketch has dropped his sidearm and grabbed a gravity crowbar. I'm just going to ignore all that for now because no one is changing Range, just leaping around swinging at each other.)

Round 3: The pirate wants to charge after Ketch. Ketch wants to swing around and shoot the pirate, bang pow, right in the forehead. The GM rules Ketch can use his one success from last round as a bonus roll-over die. (Also, P4 recovers from the Shock and spends a couple rounds bandaging himself up.)

Ketch rolls: 12,10,8,3
P3 rolls: 10,4,3

(Seriously, Ketch is getting some freaking lucky rolls here.) Ketch spins and takes the shot -- the pirate aborts his action to defend (12,10) -- and BAM! 4 Shock and 2 Injuries. The pirate goes down and is out. Ketch finishes him off while he's down (this is an action, takes a round), then checks to see how Grav is doing. (Despite putting one pirate down, Grav is getting his ass kicked.)

Round 5: Ketch's player says "Am I at Ranged for those guys, or do I need to move closer?" The GM says, "Well, you dashed off towards the crate piles, but you didn't go far, did you? OK, so maybe you're where you can still see them. I'll say probably." "Crap. Wait," says Ketch's player, "what about the guy who was running for the alarm, can I still see him, is he in range?" "Let's roll for that."

Ketch makes a Movement roll (this one is not an action): 12,9,7,7
And the GM makes an opposed roll for 1 (P4's Movement of 3 dice minus 2 dice from Injuries): 12

The DM gripes about Ketch's player rolling so well and informs him P4 is still pretty much where Ketch shot him, bleeding all over but ready to crawl off.

Ketch wants to shoot at P4. P4 wants to crawl away, moving to Hunted range. (Grav's player argues he needs more help; Ketch's player ignores him, thinking the runner is the bigger threat.)

Ketch rolls: 4,3,1
P4 rolls: 10

P4 manages to stagger to his feet and then into the stacks, Ketch fires a moment too late, his bullet slamming into the corner of a crate and ricocheting off. Ketch swears. Meanwhile, Grav is screaming for Ketch to help him, and tries to move to Ranged, away from the pirates. The two remaining pirates just keep circling and swinging at him (P1 is dead).

Grav rolls 10 to move to Ranged (but only 1-die as he's taken an Injury).
P2 12,9,2 rolls to smack him with the crowbar.
P5 7,1,1 rolls to stab him with his knife.

Grav is hosed. He Sucks-it-Up -- doesn't abort his action -- and takes the hit from P2, rolling 1-die for defense instead of aborting to defend with 4 (so this is a stupid thing to do): 5. He takes 2 Shock and 2 Injuries as the pirate stabs him. He has (way) more penalties than his Movement now, so he can't take his Movement action. P5 swings the crowbar down on him, Grav rolls to defend, but can only roll 1-die (his penalties now equal his Stamina) and thus the pirate rolls an additional 1-die for his attack.

Grav: 6
P5: + 12

Grav takes 2 Shock and 2 more Injuries as the crowbar cracks his skull and he sees stars. He's out of the fight for the next round (Grav's Stamina is 5, he's carrying 7 penalties, once the Shock wears off, he'll be at 5 penalties from Injury and regain consciousness).

At his point, Ketch can take some shots at the pirates. The pirates could rush Ketch or try to find some cover then P5 could return fire. Either pirate could try to coup de grace Grav, or drag him off for questioning/torture/who knows. And with no one to stop him, P4 has moved beyond Hunted range, so there may be reinforcements coming (or he's just hiding and patching himself up, or sneaking around up to god-knows-what). Etc, etc.

So Ketch hides and radios back to the rest of the squad, "We are so fucked, guys. Cargo hold three. Now. NOW!"


So there you have it (hopefully I didn't mess anything up, I'm just running it out of my head quick-like).

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On 7/31/2010 at 12:17am, Noon wrote:
RE: Re: [eXpendable] Movement & Range

greyorm wrote:
Callan: then it's only a grid in some kind of non-Euclidian universe, at which point the term "grid" is meaningless to mere mortals. And I suspect the game, unlike ORX, is more the latter type of what-the-fiction-does than the former, so this may not be your thing (but this isn't the thread to discuss that in).

Well, that's all grids are, ever, even the D&D battlemap. Anyway, just quickly noting that I don't think there's any need for games to be binary where it's all rules first or all fiction first/'fiction' decides what rules can be used. Some rules could be defined as coming first, while others can be defined as being where the 'fiction' decides if they are aethetically appropriate to apply, both in the same game. Just throwing a quick idea out there...

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On 7/31/2010 at 3:00am, Ar Kayon wrote:
RE: Re: [eXpendable] Movement & Range

Greyorm,
After seeing your example, I think your placement and movement idea works well.  Confirming actual spatial relationship might be a pain, although I can only conjecture without seeing the playtest results.  Also, do you have rules for flanking or outnumbering opponents?

Off Topic: In round 1, it seems like everyone is stuck in time molasses while Ketch does all the acting.  What are your rules for combat actions?

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On 7/31/2010 at 7:31am, greyorm wrote:
RE: Re: [eXpendable] Movement & Range

Ar wrote: After seeing your example, I think your placement and movement idea works well.  Confirming actual spatial relationship might be a pain, although I can only conjecture without seeing the playtest results.  Also, do you have rules for flanking or outnumbering opponents?


It all depends on whether the players go for it or not. Let's say Grav and Ketch are fighting fisticuffs style with some alien boxer: Grav's player says he wants to take a double-fisted swing at the thing's midsection. Ketch player says, "And I'll stop to my right, so I'm just on his side, take a punch for his jawline and hopefully trap him between Grav and me." And the GM will probably say, "Cool, that's worth a couple bonus dice." As for rules for outnumbering opponents, I don't think that's necessary at all: the dice do all the work in that regard as is.

I'm not sure what you mean by "confirming actual spatial relationship" though. Could you explain?

Off Topic: In round 1, it seems like everyone is stuck in time molasses while Ketch does all the acting.  What are your rules for combat actions?


It's a mistake to think of him "acting first" in any sense. Everything is happening all at once in the space of a couple seconds. So Ketch is shooting even as this guy charges up to him with a knife drawn and Grav charges down three other pirates, one who fires a shot over his head at Ketch who is now diving to the floor. Rounds should really never take longer than a minute or two of real time (ie: time for the players, not the characters). It's not like D&D where you sit and spend a couple minutes on each guy's round rolling a bunch of dice while everyone else does nothing.

I think you're confusing "defending himself" with "taking an action". No, his action was "shoot THAT guy". And if someone shoots back at him in the same round, he gets to roll defense. That's it. The end result is that Ketch's action is "I take a shot and duck." I'm not sure how that translates to "time molasses" for everyone else. Or maybe it seems that way because Round 2 etc is only about Ketch and the pirate, and I ignored the beatdown going on around Grav (which would have been four more actions we would have been discussing spread around in there), no one is acting as much as he is?

The thing to keep in mind about "rounds" in this system is that they do not delineate any specific amount of time passing. It is not six seconds, or ten seconds, or a few seconds, or a minute, or anything. Watch a good movie gunfight, or a swordfight. See if you can pick out the rounds...they vary vastly in time, even between characters acting in the same "time space". And you can do things where you drop out to deal with one character's fight, then jump back to another's: I could have ruled Ketch's whole fight with the pirate who charged him took place entirely before Grav and the pirates started swinging at each other (which is something you see in action movies all the time).

The slavish devotion to rounds as a ticking clock on the wall, measuring out precise moments of synchronicity, is something I want to avoid. Follow the action. Jump around. Keep it interesting.

Now, I haven't playtested this bit yet, and it might prove impossible to handle in actual play, but we'll see:

This is why there are rules in the text for other players to help/hinder/hurt the acting player's character a bit, so even players whose characters are "out" of the current action can throw themselves into it. Let's say I went and ran Grav's melee with the pirates first because everyone seemed to be grooving on that. So Ketch's player and that pirate and everything involved there are just kind of in unresolved limbo, like in a movie when you're watching one protagonist in this giant brawl while the others are having their own somewhere else (which you know, but you don't think about, because the brawl on the screen right then is the thing), so some round inside there Ketch's player says, "Hey, I want to help Grav out, get him some bonus dice. Ketch takes a shot at one of the pirates. Maybe it will help as a distraction."

So he adds his base dicepool to Grav's for the main roll, and everyone is cool with a brief cameo of Ketch firing quick and this gunshot spanging off the deckplates or whatever**. Then we go right back to Grav's big fight scene, and once we clean it up after a couple rounds*, jump back to Ketch's gunfight with the pirate and work that out. (And this just melts gamer brains for some reason, but only in gaming, even though the very same gamers don't even blink when watching it done in a movie or reading it in a book.) "Time" is fluid, time is theater time or narrative time, and so are rounds.

And the only thing I can really say is: the fiction explains the dice-rolls, the dice-rolls and the mechanics don't encapsulate the fiction. They aren't physics. They're framework, they're prompt.

* Or we don't, and you break at a point of resolution, either a moment of high tension or on a breather, but either way on a point of resolution Then you jump back later and finish up the resolution of any other elements. Like Grav takes one of the pirates down (resolution, breather), or the pirates put Grav on the floor (resolution, high tension). Basically whatever feels like a good switch moment, as if you're telling a story to people and getting them excited and engaged, not the usual DMery of "hah, I'm going to make my players WRITHE and SWEAT" because you want to be a dick, not creatively engage with them. Anyways, end complete tangent.

** There are supposed to be potential negative consequences for the helper if the acting character is injured that round, but I haven't worked them out yet. The current rules are broken and don't actually function in play to my chagrin. Anyways, it's all something I'm thinking about including but may not get to work right.

For clarity: there are no "combat actions", that is actions that are actions that are "combat" specific. Any action is an action. "Combat" is just an action that involves one person trying to hurt or kill another, it's not like D&D-time, where suddenly we switch from wandering corridors and existing in a kind of narrative time, to a completely different system where everyone steps around like robots and makes a single sword swing then stands there until initiative counts down to them again.

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On 8/1/2010 at 12:00am, Noon wrote:
RE: Re: [eXpendable] Movement & Range

This is why there are rules in the text for other players to help/hinder/hurt the acting player's character a bit, so even players whose characters are "out" of the current action can throw themselves into it.

Well, if the 'fiction' determines what rules can be used, then if the fiction says other players can't use these throw in rules, then they wont be able to throw themselves into it. Something to consider. I'll again quickly lay the boot into pure fiction first - fiction first will always nullify/screw up game design if 'it' sees fit, no matter how good the game design. Precisely because the fiction is being put ahead of good game design.

The slavish devotion to rounds as a ticking clock on the wall, measuring out precise moments of synchronicity, is something I want to avoid. Follow the action. Jump around. Keep it interesting.

From my own reaction, it's not that I'd be looking for physics, but looking for when it's my turn as a player. That might be a missplaced notion if it's about authoring action scenes, but authoring strictly from controlling what a character can do and not with the broader powers of a regular author - I dunno, doesn't hit me as being an author of fiction? Or much of an author. Instead it kind of hit my gamist-step-on-up-and-when's-it-my-turn-his-turn-is-taking-a-long-time button, with the direct test of my resources as a player (if I were a player). Kind of like a rally car driver or race driver is being tested even when it's his car that is facing the brunt of the course.

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