Half-Baked Idea: X Characters, N Actions
Posted: Sat Mar 28, 2009 4:17 am
From my response in the dogpile tactics, thread I realized than the wargame assumption of having fewer actions than units might actually be adaptable to an RPG.
I've certainly a bunch of anime series spend each episode rotating between different focus characters and have other characters just inexplicibly offscreen when they are not relevant to the immediate scene. If you dredge up the idea of a "lead player" from the mire of the Gygaxian Age and give it a couple tweaks you can simulate this
Here's the off-the-top of my head version:
In a given fight or other minigame, one player is designated the lead player.
In each round (or other time unit of the minigame), that player's character gets an action and the player also gets N actions to distribute among other the other player characters as they see fit. (N is some integer less than the total number of players in the game)
Those players have their characters take actions.
The other players stay in narrative, non-minigame time, they can do brief cutscenes / montages at the end of minigame rounds to explain their contributions if they are that engaged - or if they are not, they can go for pizza or a leak or print out a new character sheet.
This seems a little weird, but it has a couple advantages over the normal 1::1 model:
Firstly, it handles individual *players* being interrupted by real life during gaming better than the standard 1::1 model. There's no longer any waiting for Brian to get done on the phone with his wife to continue the combat round - the lead player just doesn't give Brian's character an action for a round or two and everything proceeds.
Secondly, it handles *characters* who cannot participate in given minigames in a slightly less punitive way than usual. During the "build a reverse framiset genetic oscillator" minigame, Reed Richards directs Hank Pym, Dr. Banner and Tony Stark in making a bunch of [TECH] rolls, while Ben Grimm just complains about having to hold all this stuff and Johhny Storm gives Ben a hotfoot. There's not a team failure because two of the characters here are lacking in relevant abilities and backgrounds.
Thirdly, it allows a GM to run challenging combats for larger groups of players without having to resort to A> powerful boss monsters/archvillans that make the PCs seem pathetic or B> So many opponents that it becomes difficult for humans to keep track of them all.
Finally, if you keep the number actions constant even as characters are incapacitated and allow single characters to take multiple actions, and you implement a similar system for the antagonists, you then can largely solve the dogpile tactics problem - since reducing the number of characters no longer reduces the number of actions available to either side.
Of course, it also has some drawbacks:
There is a real risk of players becoming detached from the game or feeling that they didn't get to contribute due to favoritism or group dynamics.
Players of characters who are not relevant to the given minigame will tend to wander off - and while the minigame will continue without them, this may make them feel less important to the game as a whole.
To keep people engaged, the lead player has to rotate very frequently, it should probably change multiple times per session (People who don't get some spotlight time are more likely to leave the game, and players will give out actions based on player preference at least as much as character utility.)
Either it could be tied to character background (okay, since you're fighting the Joker, who is Batman's nemesis Bruce is going to lead you in the asylum scene) or you could implement a simple bid system where you get tokens to bid each time it's someone other than you (so players who feel this one is important to them can lead).
I've certainly a bunch of anime series spend each episode rotating between different focus characters and have other characters just inexplicibly offscreen when they are not relevant to the immediate scene. If you dredge up the idea of a "lead player" from the mire of the Gygaxian Age and give it a couple tweaks you can simulate this
Here's the off-the-top of my head version:
In a given fight or other minigame, one player is designated the lead player.
In each round (or other time unit of the minigame), that player's character gets an action and the player also gets N actions to distribute among other the other player characters as they see fit. (N is some integer less than the total number of players in the game)
Those players have their characters take actions.
The other players stay in narrative, non-minigame time, they can do brief cutscenes / montages at the end of minigame rounds to explain their contributions if they are that engaged - or if they are not, they can go for pizza or a leak or print out a new character sheet.
This seems a little weird, but it has a couple advantages over the normal 1::1 model:
Firstly, it handles individual *players* being interrupted by real life during gaming better than the standard 1::1 model. There's no longer any waiting for Brian to get done on the phone with his wife to continue the combat round - the lead player just doesn't give Brian's character an action for a round or two and everything proceeds.
Secondly, it handles *characters* who cannot participate in given minigames in a slightly less punitive way than usual. During the "build a reverse framiset genetic oscillator" minigame, Reed Richards directs Hank Pym, Dr. Banner and Tony Stark in making a bunch of [TECH] rolls, while Ben Grimm just complains about having to hold all this stuff and Johhny Storm gives Ben a hotfoot. There's not a team failure because two of the characters here are lacking in relevant abilities and backgrounds.
Thirdly, it allows a GM to run challenging combats for larger groups of players without having to resort to A> powerful boss monsters/archvillans that make the PCs seem pathetic or B> So many opponents that it becomes difficult for humans to keep track of them all.
Finally, if you keep the number actions constant even as characters are incapacitated and allow single characters to take multiple actions, and you implement a similar system for the antagonists, you then can largely solve the dogpile tactics problem - since reducing the number of characters no longer reduces the number of actions available to either side.
Of course, it also has some drawbacks:
There is a real risk of players becoming detached from the game or feeling that they didn't get to contribute due to favoritism or group dynamics.
Players of characters who are not relevant to the given minigame will tend to wander off - and while the minigame will continue without them, this may make them feel less important to the game as a whole.
To keep people engaged, the lead player has to rotate very frequently, it should probably change multiple times per session (People who don't get some spotlight time are more likely to leave the game, and players will give out actions based on player preference at least as much as character utility.)
Either it could be tied to character background (okay, since you're fighting the Joker, who is Batman's nemesis Bruce is going to lead you in the asylum scene) or you could implement a simple bid system where you get tokens to bid each time it's someone other than you (so players who feel this one is important to them can lead).