Roleplaying Tips Weekly E-Zine Issue #322
Interesting Combats With Themed Skirmish Groups, Part 2
Contents:
This Week's Tips Summarized
Interesting Combats With Themed Skirmish Groups, Part 2
- Build The Skirmish Unit
- Craft An Identity
- Craft A Tactics Sheet
- Prepare For The Encounter
- GM It And Tweak
Readers' Tips Summarized
- A Clash Of Culture
From: Robert Hubbard
- Lone Wolf Books
From: Thorsten Hunsicker, Germany
- MinisTip: Use Laser Pointers For Line Of Sight
From: Chris H.
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A Brief Word From Johnn
Next Issue: November 6
I'm away next week, so Issue #333 will be postponed and in
your Inboxes November 6.
Have a great week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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game sessions.
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Interesting Combats With Themed Skirmish Groups, Part 2
By Johnn Four
You can read Part 1 online at:
Roleplaying Tips Issue #331
Themed skirmish groups make combats interesting. Players
enjoy challenging, unexpected, and unusual foes. As an added
bonus, having a theme to design with makes planning and
preparation efficient. Last week, we discussed taking the
first few steps in crafting a themed skirmish group:
- Craft Unique, Distinct, And Interactive Themes
- Choose An Interesting Game Mechanic For A Skirmish Theme
- What Is Your Goal?
- Determine Your Budget
- Reconfigure Not Invalidate
- Force Interesting Solutions
This week, we finish off the design process and take it into
the game.
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7. Build The Skirmish Unit
Next step is building the themed skirmish unit. You need to
create a game element from your game system's rules so
you'll be ready when the PCs try to attack, outwit, or
outmanoeuvre their foes.
If you aren't familiar with the game rules, then a themed
skirmish group is perfect for you. Its strong concept should
give you specific direction in what rules to research and
build with. This lets you learn your game system a small
chunk at a time.
If your task feels daunting, consider that as a sign your
theme is too vague and needs to be reworked a bit. You need
to focus on a tight theme, rules-wise, to get the most
benefit anyway, so it's good to design around specific
mechanics.
For example, you might have chosen some ranged weapon aliens
as your theme. The alien rules for that race are clear, but
ranged combat is 12 pages long in the book! That's a lot of
rules to try to narrow down into one skirmish group build.
You flip through the section, spot some rules on artillery,
which sparks an idea, and you flesh that out until you are
able to focus on a small, specific rules sub-set.
Here are some general building tips:
Synergies And Supporting Mechanics
Make a list of synergies and supporting mechanics. This is a
handy list to keep around. Update with new information as
you find it, and it will become a great cheat sheet to speed
up building future skirmish groups.
For example, in D&D, certain skills complement each other.
Also, certain combos of feats and skills are particularly
effective.
Dependencies And Requirements
You will learn that some themes need certain rules,
situations, or other design elements to work. Note these
down on a design reference sheet so you don't follow false
trails in the future, and to serve as a reminder while
building your current skirmish group.
For example, an alien artillery group might require a
certain society tech level (or borrowed tech), one member
with the Math skill, a spotter with line-of-sight to the
target, and a minimum of 1 minute set-up time after reaching
the firing location.
If a dependency or requirement is specific to a theme, then
note this inline with your theme notes. Otherwise, craft a
global reference sheet with clear labels to help future
designs.
Build Offence
In order of preference:
- Build to your chosen theme
- Build to the skirmish group's primary strength
- Build to other strengths
It's often best to start building with the design category
of offence. How will the skirmish group threaten or endanger
the PCs? You could start with defence in mind, but games are
more exciting when the PCs are facing risk, and strong
defences tend to be less dramatic (and more time consuming)
to play out. As noted previously, you'll have some sort of
budget as well, and it's best to get the offence schemed out
first, within budget, and then use what's left for defence.
Some categories of offence you might consider designing for:
* Size
- Speed
- Vitality
- Damage
- Defence penetration
- Specific protection bypass
- Subterfuge
- Intimidate
- Charm
Build Defense
Build to cover weaknesses that are inherent in the base unit
or due to your changes.
The members you pick for your skirmish unit might have hard-
coded weaknesses. Spend what budget you have left to shore
up those weaknesses.
It's also important to look at your finished design to see
if you've inadvertently created new weaknesses. Scan the
offence categories list above, only with the PCs' offensive
capabilities in mind, to determine if you've created new
vulnerabilities.
Note that you don't always need to fix broken defences.
These are good opportunities to reward PC information
gathering and tactics. You also need to ensure the battle is
not too difficult for the characters. However, you also need
to craft a challenge, and some defensive holes that are
obvious and easily exploitable should be repaired.
Ask For Help
Part of the fun in building and combating themed skirmish
groups is the challenge. From a GM's point of view, it's an
art to build a game element that takes advantage of the
rules, your style, the players' styles, and the specific
characters, to provide a unique conflict.
From the players' point of view, they enjoy encountering
interesting game elements, especially tough new spins on
game elements they've encountered before.
- However, sometimes you might get writer's block, you are
grappling with new rules, or perhaps you don't know what you
don't know. So, feel free to ask for help.
- Fan forums
- Publisher forums
- General RPG sites
- RPG newsgroups
- RPG mailing lists
- Fellow GMs who are a phone call or e-mail away
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8. Craft An Identity
It's important to celebrate your themed skirmish group in
the game. It needs to be marked and observed as special by
the players. This adds extra excitement, and rewards you for
your hard work. It would be a shame if your themed group
combatted the PCs and lost without the players ever knowing
they were fighting something other than the usual, standard
foes.
To ensure the skirmish group gets noticed, and hopefully a
little respect, give it a clear identity. Add one or more
elements, most often visual, that says, "this is a special
foe, beware."
- Advertise The Strengths
Design the group so that some of its strengths are
immediately noticeable, to add interest and tension to the
encounter.
- Exaggerate
Though there might be no impact on the game rules, feel free
to make things larger than life, extra tough-looking, super-
confident. For example, add a belt of opponent heads around
each skirmish member's waist. Increase the foes' size just
to the point before they would trigger a new game rule. Make
weapons look razor sharp and specially designed or
customized. Have rumours of their dread deeds or amazing
prowess precede them.
- Add Colour
Theme units with specific colour schemes and patterns.
- Assign A Cool Name
Give the themed skirmish unit a name. Try to inform the PCs
of this name before the unit makes an appearance.
- Extra Description
Players know something is up when the GM starts going into
extra detail. Usually, you try to disguise this with various
techniques so as to not tip the PCs off. In this case,
however, use this meta-game thinking to your advantage and
heap on the detail.
- Special Behaviours
Give the skirmish unit a personality.
- Distinctive Equipment And Clothing
If your game world supports it, give the unit branded
equipment. Dress them up in distinctive gear and garments.
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9. Craft A Tactics Sheet
It's one thing to build a themed skirmish group, it's
another to wield it in-game while you're trying to juggle
several other GMing duties. Give your skirmish group the
best chance possible by planning out before the game session
good tactics and actions suited to its strengths and
weaknesses.
A snag with this plan is that you won't know for sure the
setup and circumstances until the actual events occur during
the game session. You can plan for a few typical scenarios,
however, and decide how the foes will act and react:
- Surprise
What actions will the foes take to recover from surprise?
Use this knowledge to better develop the group's lair, or
the planned encounter's setting. For example, plan out an
escape route, or give them a technique or method to stall
until everyone's ready.
- Observation
The best method to counteract surprise is for the foes to
observe the PCs before the PCs observe them. This requires
some anticipation and reconnaissance. It also requires the
skirmish group to have skills or equipment to maximize the
distance or length of time between first contact and
conflict engagement.
- Setup
What can the skirmish group do to prepare for an upcoming
conflict and create advantages for themselves? For example,
buff spells, traps, cover, higher ground, and misdirections.
- Formation And Position
Consider the optimum positions foes can take to provide each
other coverage and protection, as well as increase offensive
power.
For example, maybe the group can place a barrier between
them and the PCs and soften the PCs up with ranged attacks.
Perhaps the group can get a law or guild rule passed that
puts the PCs at a disadvantage when a public debate starts.
Maybe the skirmish group can place themselves facing the
crowd of onlookers, forcing the PCs to have to turn their
backs on the crowd, giving the NPCs a small social
advantage.
I call a particular situation combined with a particular
formation a pattern. A pattern is like a template. Just
match up the situation and apply the template to know where
to place foes.
For example, if the skirmish group faces spellcasters, then
they have two members split and flank their opponents, then
start hitting the spellcasters with ranged weapons. You
might call this an anti-spellcaster pattern.
In actual gameplay, tactics evolve and get more complex,
which is part of the fun. So, you might eventually have an
encircled spellcaster template, a rear-guard spellcaster
template, and a distanced spellcaster template. These
templates might be global (good tactics regardless of
skirmish group) or local (specific tactics suited to a
particular skirmish group).
- Retreat
As mentioned in the surprise situation, smart foes will have
planned out one or more retreat scenarios. These scenarios
depend on the goals of the skirmish group. For example, a
group's mission might be to report on the PCs' strengths and
weaknesses. Therefore, the number one goal is get at least
one skirmish group member back to the base with information
after contact with the PCs. A retreat plan might be forming
a wall at a bottleneck to give a unit member time to flee.
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10. Prepare For The Encounter
You've statted out the NPCs, given them a cool theme and a
strong identity, and have their plans and tactics noted. If
you have time, you can do a few additional things to help
ensure the encounter is entertaining and goes smoothly.
- Rules
Study the rules relevant to the skirmish group. Print out a
copy to reference in-game, or make note of page numbers for
fast look-ups.
- Minis
Do you use miniatures? If so, pick ones to represent the
skirmish group and put them aside so you don't need to go
fishing for them during the session.
- Maps
Will you be using maps, battle maps, or battlemats? Prepare
these ahead of time. Pre-draw maps for minis use.
If drawing the maps would reveal too much, then try noting
boundaries and dimensions. A sheet full of dots won't make
sense to the players or give the layout away, and I find
counting out the squares for big rooms and long corridors
time-consuming in-game. Mark dots where big areas begin and
end and just connect them in-game.
Likewise, some areas are tricky to draw on a battlemap. You
can help yourself by drawing reference points on the
battlemap ahead of time. For example, angled walls are easier
to draw if you put a dot at the start and end of the
segment, and just connect the dots in-game.
Weird caverns are tough to draw too, especially when all the
players are staring hard at your artwork. :) So, you might
just draw a river that's in a cavern. The river itself
doesn't give anything away, and you can use it to reference
where to draw the rest of the cavern during the game.
- Hooks
It would be fist-shaking-at-the-sky time if the PCs bypassed
your themed skirmish group or opted not to engage them.
Depending on your style of GMing, consider crafting
multiple, interesting hooks to give the skirmish group the
best chance possible of engaging the PCs.
- Build-up
With the skirmish group designed ahead of time, you will
know lots of interesting facts and details about them. This
information makes great clues, hooks, hints, and
foreshadowing elements. Make a list and think about how you
can seed your game one or more sessions ahead of time to
build up anticipation of a confrontation with your themed
skirmish group.
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11. GM It And Tweak
Skirmish groups almost never game out to perfection the
first time around. It often takes a few encounters with them
to get things right. You might forget a special ability,
set-up wrong, get a tactic incorrect, miss an obvious
weakness, or get mixed up and confused about the rules.
If possible, plan for recurring conflicts between the themed
skirmish group and the PCs.
- Good retreat plan
The foes escape to return another day.
- More than one group
Make the group part of a larger organization, army, or
villainous plot. If the PCs defeat the first group, deploy
another.
- Rebuild
Without duplicating the skirmish group, take what you
observed worked in the game and design a new group around
those successes.
After game sessions, try to keep a log of what worked well
and what didn't to inform your future designs. Try to track
the tactics of the group, the effectiveness and threat level
of the foes, the fun factor, time required to play the
encounter, and how smooth the encounter went (and what
caused delays or problems).
Part of gaming is playing and learning. There is no defeat
for a GM unless the GM stops gaming or the gaming stops
being fun. Take a scientific view to help distance yourself
from your designs so you can remain impartial and enjoy your
players' interactions with your designs without things
becoming personal. GM your skirmish groups with an eye
toward learning, tweaking, and GMing again!
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Readers' Tips Of The Week:
1. A Clash Of Culture
From: Robert Hubbard
One of the more unexpected monsters that can pop up in a
campaign is the beast of culture intolerance. This happens
when you travel to a place where one group (or species) has
kept a grudge or maintains a different habit of behavior.
Part one: Grudges
"If it wasn't for the peace treaty..."
Gangs have truces and countries declare peace, but people
have to hold to them. Players can find themselves in quite a
situation when on the opposition's turf. Trying to walk the
line between keeping the peace and not being taken advantage
of is only the first hurdle. The other people of their side
may need to be restrained by them. Do that often enough and
the guard may deputize the group against its will.
Intrigues can form right in front of them. (That wasn't a
real member of my gang!) Subversives in the homeland may try
to recruit travelers. Old shippers may need new runners and
the old runners will take offense if a rival or enemy gets
the job. It's even more harsh if smugglers are involved.
It's easy enough to use species' grudges when they're
obvious. Ogres don't like dwarves; that's simple to
recognize. But coasthole dwarves have something against
bayclifter dwarves. "They're both hill dwarf stock, but
Kobell here says Coasties talk funny, have batty ears, and
don't trade bread."
Family and clan grudges make for small scale problems in the
strangest of places. Shopkeepers may refuse to sell to one
person in a group they think they recognize as "one of them"
and might go as far as kicking them out. A player hails a
cab and gets his ear chewed on about some people only to
suddenly realize it's the cousins they came to get help
from.
Part Two: Cultural Quirks
"Your shoes are still on indoors?"
Travel to another culture and you'll find loads of ways to
insult them with ignorance. If you didn't know to walk
around Muslim prayer rugs in a home you know now. Most
religions have their forbidden temple zones. Some rooms are
eunuchs only and there's only one way to leave alive. You
take off your shoes at the door of some Shinto temples. In
some countries, bathroom attendants are tipped a minimum
(sometimes posted) and their gender can be either. Old
private clubs in Germany had attended baths, and it was an
insult to the club to refuse their gentile scrubbing. Hat
tipping is taken more seriously in some places than others.
Then there are gender laws....
In fantasy and futuristic games the mind can go way out
there. Clone intolerance to clone slaves, cyborgs only,
mutants only, bioengineering phobia, no elves, no humans, no
drakes; all these and more can throw a wrench into the day.
A planet with an arms law requiring a blaster be worn
by all adults for the defense against aliens means trouble
when you've sworn off firearms. And that standard medical
kit may turn out to have what's seen as contraband in the
region you just went into. Enclaves that prohibit public
dancing. Clubs that hold the right to be offended and refuse
the service of a return visit. Races that don't talk at
the dinner table.
Encountering a member of a player's race that has adopted
the culture you're visiting should throw up some friction at
first. Most mountain dwarf men should be disgusted to find
some of their kin in a Roman chitton and sandals. Going
native can have repercussions when you get back home too.
Only the southern rat rider dwarves make slaves of their
giants and everyone else is appalled by it. The temple has
penalties for turning your back on the holy shrine. Great
King Hipooli has banned red clothes from the palace city.
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2. Lone Wolf Books
From: Thorsten Hunsicker, Germany
Hi Johnn,
Thumbs up for the newsletter again. I want to share a tip on
single player campaigns with the community. In ancient times
there was an RPG-novel-like series called Lone Wolf (choose
your own adventure type of books). If the winter becomes too
cold and long, and nobody wants to come out and play, try to
get your hands on some of these RPG-novels.
[Comment from Johnn: Joe Dever wrote those books. This site
says it's got official permission from the author to offer
the books for free.
I also see a lot of the books available for bid on eBay.
Mongoose Publishing has crafted the official Lone Wolf RPG,
based on the D&D/d20 rules, with lots of product support.
]
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3. Minis Tip: Use Laser Pointers For Line Of Sight
From: Chris H. via the GMMastery Yahoo Group
When using miniatures for role-playing, I tend to GM with a
fair amount of rules leniency when it comes to movement on
the map, and try and push for a more cinematic combat. This
way, the combats don't get bogged down in rules details -
and I use the dice a lot to resolve situations of whether or
not someone is in an area of effect. This is all more of an
art than a science (isn't all GMing?) and it has led to its
own share of rules arguments, but not nearly as many as I've
faced in some miniatures wargames.
One tip that works for either system is to use laser
pointers for line of sight. I've recently begun using one of
those that projects a long line (used for getting pictures
and shelves hung straight), and it makes arguments over line
of site issues virtually disappear.
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