The "other day" Stuart and I played some Blood & Steel. It's a competent platoon-level wargame but doesn't feel much like the era and setting it's purporting to model. It does have some compelling mechanics, not least the initiative rules and I am always interested in interesting initiative rules.
(I tried to get more "i" words in there. I really did.)
In Blood & Steel you roll a number of d10s based on your army's size, one per discrete unit, at the start of a turn. A four or higher means that dice grants two actions, otherwise it's only one.
If you roll more ones than tens, something bad happens, which is generated from a random table. If it's more tens than ones, then you get a bonus, also from a random table. Some of the mishaps almost seemed like benefits, and vice versa, which I think is by design.
Then each player selects a dice -- in secret! -- and the players reveal their selected dice together. The player with the highest revealed dice goes first. One assumes that in multiplayer games, other players would go in order of results.
The winning player selects a unit and then takes one or more -- depending on the result -- actions, before handing over to the next player. Then the players select their next dice.
I like a lot about this. It has the basic simplicity of rolling high to go first, but the benefits/mishaps add a bit of extra randomness and surprise to it. The secret selection brings in a little bit of strategy so it's not totally random, and you can make plans even with a terrible set of rolls.
(I can imagine there are situations in which you might want to select a low roll, or even engage in a bit of bluffing. I don't really have the personality for bluffing, and in the game with Stuart, I kept rolling tens anyway, so it didn't come up.)
This seems like it would be easy to bolt on to other wargames, and I feel like it could probably be adapted to a role-playing game too.
I'm Kelvin Green. I draw, I write, I am physically grotesque, and my hair is stupid.
Showing posts with label initiative. Show all posts
Showing posts with label initiative. Show all posts
Tuesday, April 01, 2025
Bloody Initiative
Wednesday, May 18, 2022
Sort-Of-Savage Initiative
We've been playing D&D5 again. Our GM has lost his fancy magnetic imitative tracker, a gadget he's been using since the days of D&D4, so that got me thinking about how to track turn order in a simple but visual way.
I very much like the way Savage Worlds tracks initiative using standard, non-nerdy playing cards; there are all sorts of funky game effects involved which are irrelevant in D&D5, but the basic idea of having a card in front of each player so everyone has a clear idea of who goes when is appealing. So how about this:
I very much like the way Savage Worlds tracks initiative using standard, non-nerdy playing cards; there are all sorts of funky game effects involved which are irrelevant in D&D5, but the basic idea of having a card in front of each player so everyone has a clear idea of who goes when is appealing. So how about this:
- Everyone rolls initiative as normal to determine the order.
- Everyone gets handed a token that marks where they are in the order; playing cards work as well as anything, unless you somehow end up with 14+ separate combat groups.
- Everyone forgets about their rolled initiative number, because it's no longer relevant.
- (Optional, but probably useful) Everyone flips their cards over when they have completed their actions.
Labels:
Dungeons and Dragons,
initiative,
stuff you can use
Thursday, May 23, 2019
With a Little Bit of SKILL/STAMINA/LUCK, We Can Make It Through the Night
This is a review of the new edition of Melsonian Arts Council's Troika! but first, a bit of a digression. It will be relevant, I promise.
Fighting Fantasy is one of my favourite role-playing games, but it is not without its problems. It was designed to run the Fighting Fantasy solo gamebooks and while it's just about fit for purpose for those, the ruleset struggles when taken out of that context.
In the gamebooks there is some freedom of choice -- which is what makes them fun after all -- but it's not like a tabletop rpg, where you -- or YOU -- can take a beating, return to town for a rest, then return to the dungeon for more donnybrooking. Fighting Fantasy gamebooks are almost always about forward movement, with branching paths that nonetheless carry you forward.
It's also rare to have allies, and when someone else does turn up to help, they either hang around for a couple of fights then run off, or they get eaten by a GIANT CRAB (SKILL 10 STAMINA 11) after two paragraphs. I was surprised to discover that the recent Port of Peril features a non-player companion who not only hangs around for a fair chunk of the book, but is also somewhat competent.
All of this means that gamebook characters verge on the superheroic; they have to be to have a fair chance against the individual book's many challenges.
You can perhaps see where this is going. Translate that to a multiplayer rpg and you have problems. Now there's a group of four or five titans -- ho ho! -- wandering about, cutting through monsters and shrugging off traps; there's fun in that -- I ran a short and self-explosive campaign along those lines and it was brilliant -- but it's not sustainable for extended play.
The other issue is -- and I'm aware of the irony here -- that the randomness and simplicity of character generation means that some characters are much better than others. When you have only three player-character statistics and those are generated by dice rolls, you can end up with characters with wild differences in competence and survival prospects. Again, this isn't a problem with a one-off adventure but it can cause problems for a campaign. Advanced Fighting Fantasy makes the issue worse with its advanced skill system; your SKILL score also determines the points you add to your SKILL to determine the value of your special skills, so if you roll well, you get even better, and if you don't roll well, you never catch up.
Fighting Fantasy is a great little game and I love it, but these are major issues that can make it unviable for a long-term campaign, or at least a sensible long-term campaign.
I mention all this because Troika! is more or less an alternate Advanced Fighting Fantasy -- see, I told you it would be relevant -- and is going to be vulnerable to the same issues, unless author Daniel Sell has found solutions.
He has. Sort of. I think.
The SKILL problem is solved by acknowledging the inherent imbalance and randomness in the system and embracing it as a feature; maybe your rolls are crappy but look, you're a space giant with a magic map! It's a gutsy approach; adding even more randomness with the Backgrounds system and sort of trusting that things will balance out, or at least will be more interesting.
If we're thinking in terms of pure numbers then I don't think the problem is fixed -- it may even be worse -- but the strength of the addition of Backgrounds is that they give players interesting things with which to play that are not just numbers to plug into the combat or skill checks or whatever. The other advantage of this approach is that it adds no mechanical complexity, so the game remains simple. I approve.
(A quick aside: I'm playing in a D&D5 game at the moment using the revised ranger class and it comes with a bunch of special abilities that aren't mechanical as such -- they don't interact with target numbers, dice rolls, character statistics, or anything like that -- but still have a significant impact on the game world. It almost feels like cheating and I'm loving it.)
The STAMINA problem is tackled by inflating damage output. In Fighting Fantasy a GOBLIN (SKILL 5 STAMINA 5) with a sword can hit you for two points of STAMINA damage. In Advanced Fighting Fantasy the same GOBLIN can do between one and three points. The Troika! GOBLIN can ruin your day with up to ten points per kidney-poke! It's swingy and brutal and it's not the approach I would have taken but it looks like it should work, and will make for fast and exciting combat.
The other big change to the original Fighting Fantasy is a new initiative system. You add tokens, such as dice, to a bag -- player-characters get two each, henchmen get one, opponents get a varied amount -- and then characters act as their token is drawn from the bag, until the "End of Round" token is drawn and everything resets. This mechanic is tactile and unpredictable and I adore it, but I can imagine that the unpredictability of it could prove too much for some.
Elsewhere the game is much the same as Fighting Fantasy. It's simple, quick, and with the major issues of the original resolved, it seems quite robust. That said, Troika! isn't just a new edition of a venerable classic, as it abandons the generic fantasy of Jackson and Livingstone's Titan for something somewhat more exotic.
The setting is implied through the Backgrounds and the monster list, just enough to give a feel of the world without pages of maps and historical data. It's a strange world, a little bit Planescape, a little bit Book of the New Sun, a little bit Spirited Away. It feels decadent and almost febrile, the same way David Lynch's underrated adaptation of Dune does; I imagine the world of Troika! is hot and sweaty and everyone is struggling under some sort of summer cold.
The light touch to setting elements means that it should be easy enough to switch them for those with a closer match to your own campaign backdrop. I suspect it would be a significant amount of work to come up with d66 new Backgrounds, but I doubt it would be arduous.
Sells' writing style is infectious, arch and playful, without coming across as pretentious: "Notice that [starting Backgrounds] only touch the very edge of specificity." At times, when explaining rules, this dancing, slippery tone can border on obfuscation but for the most part it's entertaining and fun to read.
There is less art than I expected from this deluxe release of the game; there was a fanzine-style edition a few years ago. I would have thought the upgrade to a fancy hardback would have meant the book would be drenched in pictures but aside from the Backgrounds section art is scarce. It's all good stuff though; I'm quite fond of the aforementioned Background images by, I think, Dirk Detweiler Leichty. They have this mad, angular, almost abstract look, sort of like the face cards in a standard fifty-two card deck; the style probably has a name but I'm too much of a barbarian to know it. Now that I think of it, a deck of character generation cards would be a lovely little gimmick.
The book's design and layout are neat and functional and it's quite easy to read and navigate; the use of old-school rules organisation -- "6. Actions... 6.1 Hit Someone... 6.2 Shoot Someone", and so on -- is a bit excessive in a game of this complexity but is a cute stylistic flourish. The book is a sturdy hardback and is presented in A5, the One True Format, so extra points there. I will dock a significant number of points because the character sheet doesn't have "Adventure Sheet" across the top but you can't have everything, I suppose.
While I have some quibbles with Troika! they are minor, and on the whole it's a solid and entertaining update and enhancement of one of my favourite role-playing games; should I be lucky enough to once again run a Fighting Fantasy game in the future, I will probably use Troika! because Troika! is ace.
Arbitrary score: 87
Troika can be purchased in digital and physical forms.
Fighting Fantasy is one of my favourite role-playing games, but it is not without its problems. It was designed to run the Fighting Fantasy solo gamebooks and while it's just about fit for purpose for those, the ruleset struggles when taken out of that context.
In the gamebooks there is some freedom of choice -- which is what makes them fun after all -- but it's not like a tabletop rpg, where you -- or YOU -- can take a beating, return to town for a rest, then return to the dungeon for more donnybrooking. Fighting Fantasy gamebooks are almost always about forward movement, with branching paths that nonetheless carry you forward.It's also rare to have allies, and when someone else does turn up to help, they either hang around for a couple of fights then run off, or they get eaten by a GIANT CRAB (SKILL 10 STAMINA 11) after two paragraphs. I was surprised to discover that the recent Port of Peril features a non-player companion who not only hangs around for a fair chunk of the book, but is also somewhat competent.
All of this means that gamebook characters verge on the superheroic; they have to be to have a fair chance against the individual book's many challenges.
You can perhaps see where this is going. Translate that to a multiplayer rpg and you have problems. Now there's a group of four or five titans -- ho ho! -- wandering about, cutting through monsters and shrugging off traps; there's fun in that -- I ran a short and self-explosive campaign along those lines and it was brilliant -- but it's not sustainable for extended play.
The other issue is -- and I'm aware of the irony here -- that the randomness and simplicity of character generation means that some characters are much better than others. When you have only three player-character statistics and those are generated by dice rolls, you can end up with characters with wild differences in competence and survival prospects. Again, this isn't a problem with a one-off adventure but it can cause problems for a campaign. Advanced Fighting Fantasy makes the issue worse with its advanced skill system; your SKILL score also determines the points you add to your SKILL to determine the value of your special skills, so if you roll well, you get even better, and if you don't roll well, you never catch up.
Fighting Fantasy is a great little game and I love it, but these are major issues that can make it unviable for a long-term campaign, or at least a sensible long-term campaign.
I mention all this because Troika! is more or less an alternate Advanced Fighting Fantasy -- see, I told you it would be relevant -- and is going to be vulnerable to the same issues, unless author Daniel Sell has found solutions.
He has. Sort of. I think.
The SKILL problem is solved by acknowledging the inherent imbalance and randomness in the system and embracing it as a feature; maybe your rolls are crappy but look, you're a space giant with a magic map! It's a gutsy approach; adding even more randomness with the Backgrounds system and sort of trusting that things will balance out, or at least will be more interesting.If we're thinking in terms of pure numbers then I don't think the problem is fixed -- it may even be worse -- but the strength of the addition of Backgrounds is that they give players interesting things with which to play that are not just numbers to plug into the combat or skill checks or whatever. The other advantage of this approach is that it adds no mechanical complexity, so the game remains simple. I approve.
(A quick aside: I'm playing in a D&D5 game at the moment using the revised ranger class and it comes with a bunch of special abilities that aren't mechanical as such -- they don't interact with target numbers, dice rolls, character statistics, or anything like that -- but still have a significant impact on the game world. It almost feels like cheating and I'm loving it.)
The STAMINA problem is tackled by inflating damage output. In Fighting Fantasy a GOBLIN (SKILL 5 STAMINA 5) with a sword can hit you for two points of STAMINA damage. In Advanced Fighting Fantasy the same GOBLIN can do between one and three points. The Troika! GOBLIN can ruin your day with up to ten points per kidney-poke! It's swingy and brutal and it's not the approach I would have taken but it looks like it should work, and will make for fast and exciting combat.
The other big change to the original Fighting Fantasy is a new initiative system. You add tokens, such as dice, to a bag -- player-characters get two each, henchmen get one, opponents get a varied amount -- and then characters act as their token is drawn from the bag, until the "End of Round" token is drawn and everything resets. This mechanic is tactile and unpredictable and I adore it, but I can imagine that the unpredictability of it could prove too much for some.
Elsewhere the game is much the same as Fighting Fantasy. It's simple, quick, and with the major issues of the original resolved, it seems quite robust. That said, Troika! isn't just a new edition of a venerable classic, as it abandons the generic fantasy of Jackson and Livingstone's Titan for something somewhat more exotic.
The setting is implied through the Backgrounds and the monster list, just enough to give a feel of the world without pages of maps and historical data. It's a strange world, a little bit Planescape, a little bit Book of the New Sun, a little bit Spirited Away. It feels decadent and almost febrile, the same way David Lynch's underrated adaptation of Dune does; I imagine the world of Troika! is hot and sweaty and everyone is struggling under some sort of summer cold.
The light touch to setting elements means that it should be easy enough to switch them for those with a closer match to your own campaign backdrop. I suspect it would be a significant amount of work to come up with d66 new Backgrounds, but I doubt it would be arduous.
Sells' writing style is infectious, arch and playful, without coming across as pretentious: "Notice that [starting Backgrounds] only touch the very edge of specificity." At times, when explaining rules, this dancing, slippery tone can border on obfuscation but for the most part it's entertaining and fun to read.
There is less art than I expected from this deluxe release of the game; there was a fanzine-style edition a few years ago. I would have thought the upgrade to a fancy hardback would have meant the book would be drenched in pictures but aside from the Backgrounds section art is scarce. It's all good stuff though; I'm quite fond of the aforementioned Background images by, I think, Dirk Detweiler Leichty. They have this mad, angular, almost abstract look, sort of like the face cards in a standard fifty-two card deck; the style probably has a name but I'm too much of a barbarian to know it. Now that I think of it, a deck of character generation cards would be a lovely little gimmick.
The book's design and layout are neat and functional and it's quite easy to read and navigate; the use of old-school rules organisation -- "6. Actions... 6.1 Hit Someone... 6.2 Shoot Someone", and so on -- is a bit excessive in a game of this complexity but is a cute stylistic flourish. The book is a sturdy hardback and is presented in A5, the One True Format, so extra points there. I will dock a significant number of points because the character sheet doesn't have "Adventure Sheet" across the top but you can't have everything, I suppose.
While I have some quibbles with Troika! they are minor, and on the whole it's a solid and entertaining update and enhancement of one of my favourite role-playing games; should I be lucky enough to once again run a Fighting Fantasy game in the future, I will probably use Troika! because Troika! is ace.
Arbitrary score: 87
Troika can be purchased in digital and physical forms.
Labels:
Fighting Fantasy,
I review rpgs,
initiative,
Troika!
Saturday, October 26, 2013
Grim and Perilous Initiative
The second edition of Warhammer Fantasy Roleplay ditches the Initiative statistic used in the tabletop wargame and the first edition of the rpg; instead it introduces a mechanic that suggests that someone noticed that the book was going to press without rules for deciding turn order. It's a bit half-hearted to say the least so in The Enemy Within we're using a system that I stole from the Marvel Heroic Roleplaying game. It goes a little something like this:
Players can spend a Fortune Point to interrupt the turn order and if the GM wishes to interrupt a player, he or she must award that player a Fortune Point. I must admit that I'm not sure what effect this has on the Delay combat action; I suspect it will replace that option but it's not come up in the game yet.
- Each player rolls 1d10 and adds the result to the first digit of their character's Agility statistic; the GM does the same for each unique non-player-character or group.
- Whoever got the highest total goes first; ties are decided by the highest Agility score or an opposed Agility test if scores match. When when their turn is finished they decide who goes next; this doesn't have to be one of their allies.
- Repeat step 2 until every character and group has had a turn; whoever goes last chooses the character or group that goes first next turn.
Players can spend a Fortune Point to interrupt the turn order and if the GM wishes to interrupt a player, he or she must award that player a Fortune Point. I must admit that I'm not sure what effect this has on the Delay combat action; I suspect it will replace that option but it's not come up in the game yet.
Labels:
initiative,
stuff you can use,
WFRP
Subscribe to:
Comments (Atom)

