Anatomy of failed design : A Time of War
Posted: Mon Mar 11, 2013 1:55 am
A Time of War (AToW for short) is the current version of Battletech's RPG system. Battletech a tabletop wargame with a sci-fi setting, the setting is loosely based on a dark ages Europe where most battles are resolved with 40 foot tall mechs fighting with guns with less range than civil war cannons. There is a lot of content written for the setting, which means it isn't the worst choice for an RPG setting. CGL found a way to shit the bed though.
Resolution Mechanic
Roll 2d6, they found a way to make that complicated. I can't see anyone playing AToW who hasn't played Battletech. Battletech has a system where each mech has a basic target number, modifiers are added to it and then it is compared to straight 2d6 rolls. So in Battletech penalties are positive numbers, bonuses are negative.
For whatever reason, AToW flips that. In AToW modifiers are added to a roll then compared to a static target number. Except that the target number isn't always static. So penalties are negative numbers and bonuses are positive. Completely counter intuitive to their established fan base. This isn't a random change, because they decided to tack on a margin of success (MoS) mechanic for certain actions and opposed checks. They took a game (Battletech) with an already steep learning curve and they decided to make it even steeper, kudos.
Besides being more complicated, it is fucking unnecessary. If you really want to include a margin of success mechanic you can do it with Battletech's resolution mechanic. Which literally 100% of AToW players will know by heart. Different skills also have different target numbers so players will have to remember the 2d6 roll, the base modifier, all the situational modifiers the target DC and whether they have to calculate the MoS.
A house is only as solid as its foundation, the same with TTRPGs and its resolution mechanic. One of the big triumphs of D&D 3.0 is that it streamlined all of 2e's disparate and clunky mechanics into one unified mechanic. That mechanic works, so the things built on it could also work. AToW's mechanic works for shit and it mires every other part of the game. What's really telling is that it may not even be the worst mistake CGL makes in this book.
Even more galling is that there is a previous Battletech RPG that uses Battletech's resolution mechanic and was fairly successful. Instead of fixing its flaws they have decided to start from scratch two times and they have failed two times. CGL could have also used Shadowrun's mechanics, but for some reason they've constantly refused to do so for. In fact every previous version of the Battletech RPG has refused to crib from Shadowrun despite things actually working fairly well in that system.
Style
Intermittently through the text it reminds players to work with the GM about certain topics, like character motivation and negative traits. Players don't have to consult the GM all the time, only some of the time. Either this is because character creation is so Sisyphean the GM doesn't have the time to help everyone with everything or because they couldn't decide how much the GM should be involved in chargen.
Some things are ambiguous, introvert characters get penalties in social situations but leaves what a social situation is up the GM. Some things are very explicitly spelled out, like downtime training which makes me think the book was written by two or more people with very different philosophies and then poorly edited.
So what we end up with is a game that is in parts both rules light(ambiguous) and rules heavy(explicit). Having read the book and played some sessions I can only imagine the rules light parts are a mistake. This game tries to have a rule, a skill or a trait for every common to semi-rare situation so there usually isn't much room for GM interpretation. Maybe it's to establish that the GM has a right to be a dick or to change the rules? I don't know why they didn't just bring up rule 0 and call it a day.
Resolution Mechanic
Roll 2d6, they found a way to make that complicated. I can't see anyone playing AToW who hasn't played Battletech. Battletech has a system where each mech has a basic target number, modifiers are added to it and then it is compared to straight 2d6 rolls. So in Battletech penalties are positive numbers, bonuses are negative.
For whatever reason, AToW flips that. In AToW modifiers are added to a roll then compared to a static target number. Except that the target number isn't always static. So penalties are negative numbers and bonuses are positive. Completely counter intuitive to their established fan base. This isn't a random change, because they decided to tack on a margin of success (MoS) mechanic for certain actions and opposed checks. They took a game (Battletech) with an already steep learning curve and they decided to make it even steeper, kudos.
Besides being more complicated, it is fucking unnecessary. If you really want to include a margin of success mechanic you can do it with Battletech's resolution mechanic. Which literally 100% of AToW players will know by heart. Different skills also have different target numbers so players will have to remember the 2d6 roll, the base modifier, all the situational modifiers the target DC and whether they have to calculate the MoS.
A house is only as solid as its foundation, the same with TTRPGs and its resolution mechanic. One of the big triumphs of D&D 3.0 is that it streamlined all of 2e's disparate and clunky mechanics into one unified mechanic. That mechanic works, so the things built on it could also work. AToW's mechanic works for shit and it mires every other part of the game. What's really telling is that it may not even be the worst mistake CGL makes in this book.
Even more galling is that there is a previous Battletech RPG that uses Battletech's resolution mechanic and was fairly successful. Instead of fixing its flaws they have decided to start from scratch two times and they have failed two times. CGL could have also used Shadowrun's mechanics, but for some reason they've constantly refused to do so for. In fact every previous version of the Battletech RPG has refused to crib from Shadowrun despite things actually working fairly well in that system.
Style
Intermittently through the text it reminds players to work with the GM about certain topics, like character motivation and negative traits. Players don't have to consult the GM all the time, only some of the time. Either this is because character creation is so Sisyphean the GM doesn't have the time to help everyone with everything or because they couldn't decide how much the GM should be involved in chargen.
Some things are ambiguous, introvert characters get penalties in social situations but leaves what a social situation is up the GM. Some things are very explicitly spelled out, like downtime training which makes me think the book was written by two or more people with very different philosophies and then poorly edited.
So what we end up with is a game that is in parts both rules light(ambiguous) and rules heavy(explicit). Having read the book and played some sessions I can only imagine the rules light parts are a mistake. This game tries to have a rule, a skill or a trait for every common to semi-rare situation so there usually isn't much room for GM interpretation. Maybe it's to establish that the GM has a right to be a dick or to change the rules? I don't know why they didn't just bring up rule 0 and call it a day.