Designing a Boffer LARP System (Part 30)
I’ve stated a few times in my posts that I like
coherent and consistent systems across a game. I don’t particularly like game
where there is one system for a certain type of action which might be modified
by a range of subsystems depending on specific circumstances, and then
completely different systems for other types of actions.
As a hypothetical example…I wouldn’t like a game
where melee combat is handled with a strike based on a derived attribute
followed by a random hit point loss, while grappling/wrestling is handled with
a non-derived attribute followed by a modifier on the next round…meanwhile
etiquette checks are simply a situation of rolling under a “social” attribute
for a flat success.
I can understand why it’s done, a system might be
really good at one thing and not so good at something else, so you pick and
choose the optimal systems for each situation, but it strikes me as lazy game
design. It can be hard for new players to pick up when they have to work out
which system to apply, and which subsystems to plug into it. Some “Old School
Gamers” like this style of game design because it basically gives a toolkit to
GMs, allowing them to choose the systems they want to apply into their game…but
personally I think it is often a case of the designer offloading their design
responsibility to the GMs and players at the table.
Where
am I going with this rant?
Well,
I’m glad you asked.
I thought about the post yesterday, about focusing
on the non-combat design actions and how they work. Combat in a boffer LARP is
so elegant, you swing a rubber sword, if it connects with your opponent (rather
than being deflected by a weapon or shield), you deal a point of damage. Sure
you can argue about the “realism” of it, but it’s intuitive. We can apply rules
to it, determining what types of weapons may be used, what additional damage
may be dealt (or absorbed), and special actions that might be performed in the
midst of a conflict; but these rules don’t change the fundamental visceral structure
of swinging and hitting.
A type of task resolution that I didn’t mention in yesterday’s
post was fait accompli. If you’ve got the skill, you can do it…if you don’t
have the skill, you can’t. This fits in better with the directness of the
combat action, it also fits with the ability system we’re generating for the
weapons. If you’ve got the skill relevant ability level (or technique), you can
wield the weapon…if the skill says you can pick simple locks, you can pick
simple locks.
If we look at battle healing in most boffer LARP
systems, a healer can simply heal. It might take an uninterrupted ten second
count during the middle of a tense battle for the healing to occur, but as long
as that 10 second count has run its course, the healing effect takes place.
There is no randomness in this.
It reminds me of certain elements from the Vector
Gaming Theory, that I used to define my understanding of roleplaying a few
years back. A roleplaying game is defined by straight lines of narrative
between decision nodes, game devision nodes typically deviate the story
according to choices made by players, by hard rule decisions by the GM, or by
randomised outcomes as determined by the game’s rule systems. The favoured
method of resolving game node outcomes says a lot about the game.
These new thoughts link more closely back to the
notions of Australian Freeform, but I still think there needs to be some kind
of dramatic tension in the resolution of an action. Will she succeed or won’t she?
An interesting compromise was proposed in one of the
Steampunk LARPs I linked to earlier (I can’t remember which, but I’ll add the
link in here when I find it). It used a more nuanced system than a simple
binary ‘Yes’ (you can do it), or ‘No’ (you can’t). Instead it offered a system
where you compared your skill to a difficulty (or to an opponent’s skill); if
your level beat the opposition by 2 you automatically succeeded, and if you’re
level was 2 or more levels lower you automatically failed. If your skill level
was roughly equal, that where chance played a role (one level higher has a
better chance of succeeding, equal levels = 50/50 outcome, one level lower has
a lower chance of succeeding).
But, I’m not really using numbers in this game, and
certainly not for the task resolution systems. So this system isn’t the best
fit.
We do have keywords in place, so maybe they can be
linked to the system. Different cultures and races would do things in slightly
different ways, this is already defined within the crafts and magic elements of
the game. There isn’t much of a stretch to pull this across to general task
resolution.
Crafts and magic already have instrinsic systems
where there are simple items/spells and complex items/spells. Typically, a
basic ability allows creation of a simple effect at a higher cost, an
intermediate ability reduces the cost of simple effects, an advanced ability allows
creation of complex effects at a higher cost, and specific techniques allow the
creation of complex effects at a reduced cost (or allow specialised effects to
occur).
Why not handle most non-combat abilities the same
way?
To use an example:
Basic healing restores up to half of a character’s hit
points after a fifteen second count (and the expenditure of healing herbs or a
healing kit).
Intermediate healing restores up to half a character’s
hit points after a ten second count (and the expenditure of healing herbs or a
healing kit).
Advanced healing restores all hit points after a fifteen
second count (and the expenditure of healing herbs or a healing kit).
Technique 1 (requires intermediate healing): Reduce
the count by five seconds when healing members of a specific race.
Technique 2 (requires intermediate healing): Restore
a damaged limb in addition to any hit points healed.
Technique 3 (requires intermediate healing and
crafts): Craft healing kits
Technique 4 (require advanced healing and mysticism):
Bring back a character from the brink of death.
Larceny is a general ability whose practitioners are adept in causing mischief and underhanded deeds. It's more about the techniques than the general abilities (mostly because I'm not happy with the general abilities I've worked up for it so far).
Technique 1 (requires basic larceny and crafts): Pick a simple lock after a ten second count.
Technique 2 (requires intemerdiate larceny and crafts): Pick a complex lock after a fifteen second count.
Technique 3 (requires intermediate larceny and bureaucracy): Expend an appropriate piece of paper and use a writing kit to forge a simple document (takes ten minutes...so you probably wouldn't be doing this in the heat of combat).
I've come up with more than a dozen Larceny techniques, it's the core functions of the ability that are giving me grief.
I've come up with more than a dozen Larceny techniques, it's the core functions of the ability that are giving me grief.
I’m still not sure I’ve got this part of the system
nailed, but I get the feeling that I’m getting close.
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