Thursday, December 19, 2019

Combat System, Some Assembly Required

At some point, the PCs are going to fight something. While combat may or may not be a fail state, it's going to happen regardless. Traditionally, this has involved a complicated minigame with rules and procedures entirely unlike those found outside it. A move and an attack are an assumed default in most D&D-alikes. Special tricks are always a pain to adjudicate, initiative is always a hassle, and it always takes too long if it gives you very many options at all. The way many choose to play is then ultra-light and heavy on adjudication, in contrast to the method chosen by the world's largest RPG and its imitators, which are cumbersome and, well, still heavy on adjudication. Some of the more popular OSR games, like the GLOG, attempt to bridge the divide by giving PCs a limited number of options while hard-capping endless growth.

I want to try to create a set of rules for running Shadowrun using Knave, tentatively called Crave unless I can come up with something better. It wouldn't be strict by-the-book Catalyst Game Lab Shadowrun, but more a pastiche or reimagining of it, both because of the needs of the system and also because I simply don't like some of it. But to make it work would require some reworking of some basic assumptions of old school games, which typically focus on gritty early modern adventures. In that vein, here are some ideas that I've been noodling and discussing on the discord but are as yet untested. I just needed to get everything out of my head an on a sheet. Hopefully, someone else might find something useful. Some or all of this may need to work itself in any eventual hack.

Covered in this post: Intentional Surprise, Weapons, Automatic Fire, Range as Armor,  Locations and Cover, Death and Dismemberment, Stamina and Fatigue, Actions and Initiative, Stunts, Maneuvers, Unarmed Attacks, Ripostes, Monster Magnitude, and Signature Techniques

Klaus Pillon