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Re[2]: [WW] The feel of the game (rant)



Hi Peter!

(strange quoting system you are using...)

> Y'know, everyone keeps talking about how the pcs are going to be seeing lots
> of regular action and fighting in major battles a lot. How? I've learned from 
> experience that trying to run huge combats and make them interesting is very 
> difficult to do. Otherwise it boils down to "there's a big mass of <germans, 
> stormtroopers, other great big monolithic evil>, so shoot them. for hours." 
> Huge battles don't work in RPGs unless the PC's are taking roles as 
> commanders who are in charge of tactical movement and such, but then it 
> becomes a wargame. Also, that leaves the problems of changing history, and I 
> don't much like to tamper with that. Although, as long as we're adding 
> zombies we might as well add a few years to the war as well. What if what if 
> what if. I wonder if PEG is going to put anything in the book about handing 
> large scale confrontations and that sort of thing, because that would make my 
> life a lot easier.

You definitely would have to "isolate" the pcs squad. If they are part
of a larger engagement, just give the "right and left flank" a few
hitpoints each, figure out what damage each side is doing and
subtract. That way you'll be able to describe what is happening
tactically, without playing out every single trooper.

Example: The 121th Panzergrenadier Regiment is counterattacking allied
positions in Normandy. They have an advantage in numbers (say 4:1),
but somewhat lack ammo and heavy guns (they were being refitted).

The Allies are well trenched in and got to choose their positions.

Depending on the size of the battle, have the Axis have 200 "hit
points" and the Allies 50. The Axis gets to roll 1d6-1 damage each
round (-1 for cover), while the Allies roll 1d6+1 (+1 for open field
of fire). After 10 rounds, Axis fire drops to 1d6-2, because of ammo
shortages.

If the PCs are doing really well, let their action modify this little
system - they'll feel all the more important (and medals afterwards
might be just a lot more justified).

Of course you could develop a lot more complicated system, but - that
would almost be wargaming. Feel free to modify the above idea (oh, the
GIs have Bazookas - have them shoot d8s against the armored
elements... and so on).

> Or you discover that demons aren't quite so bad compared to Nazis.

Or that ;-).

> So, don't bring your Monster Manual to the play session unless you
> want to throw open some portals into hell. Until then its all a
> matter of the much discussed "suspension of disbelief".>>

> See, I don't see what the great big huge "anti-D&D" sentiment is. While D&D 
> is nowhere near a perfect system, it's not totally bad either. There are 
> plenty of old-school D&D monsters which can be just as nasty in a horror 
> environment if the proper spin is put on them, like Alan's The Black Lord's 
> Lands. That could be a really cool adventure, which involves an old-school 
> monster. 3rd edition also has a couple of fun ones that could be ported over 
> into other settings.

Just a note: I love the new D&D for all the care they put into it and
for the intriguing open d20 idea (without it we wouldn't be discussing
Panzer vs. Dragon here). After almost 10 years of abstaining from AD&D
I even formed up two groups for playing it.

But IMHO the system takes away from roleplaying, because it centers so
much on rules: Take fights for example. You swing, you roll and hit or
not. All special actions need to be explained by rules (if you were to
follow the rules). What about more free-form, cinematic moves?
Something like (I turn aside the blow with my sword, trap the club
against my shield, twist on my right foot and slam my elbow in his
face). That's what i am missing in D&D (yes, i love Feng Shui).

Mit freundlichen Gruessen,

Arne Reuter

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