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Saturday, 23 May 2020

Gaming Mechanics > Action Resolution


With all this isolation stuff, I've been exploring RPGs some*.  Ironsworn is a solo RPG that seems to work... just the experience is somewhat marred by my ordinary creative writing.  That being said, it has some clever mechanics that help build a story in a suitably coherent whilst surprisingly entertaining manner.  I've been playing a 'learn as I go' type game over the last week or so - maybe a half a dozen hours all up - and so far I've been enjoying the experience. 


*Don't worry, I'm also working on about 3-different wargame terrain and model painting projects as well - they're in various states of WIP/completion + my write-ups for the blog are taking shape.  Just not enough hours in my day!

Ironsworn's action or "Moves" resolution system, involves rolling 3d10, including a few modifiers and working out straight forward roll 1d6 vs 2d10 and compare faces.


Depending upon whether the dice yield a Strong Hit, Weak Hit, Miss and/or Match, the particular Move attempted describes resolutions.  Here are some examples of some of the games's 20-odd Moves:

You may notice the mention of "Momentum" - a resource that fluctuates during the course of the game, representing how the quest faring.  It can be used or "burnt" while attempting Moves, adding buffs to the Action Roll.  I might discuss Momentum a bit further on, as I've seen similar ideas referenced in various games as of late, and the concept is definitely growing on me. 


Ironsworn's Action Roll and Move mechanics share some similarities with Rogue Planet's Skill Checks.  In Rogue Planet - likely my favourite miniature wargame rules - performing a Skill Check typically involves summing 2d6 +/- some modifiers, while keeping your eye open for doubles.  


By way of example, a Successful or Partially Successful Shooting Action would mean the target has been hit, however, the Partial Success means the opponent gets a free Move Action.  A failure results in a miss, and (typically) two free Move Actions for the enemy.  I actually play a slight variation on the same, but the bottom line is that a skill check always results in an outcome making for an exciting game.  Being first and foremost a wargame, Rogue Planet's actions are combat-focused - shooting, melee etc.

Rogue Planet borrows many features from an older RPG called Apocalypse World.   Apocalypse World isn't a solo game and that may contribute to a much richer resolution system than the system employed in Ironsworn.  I  particularly like the manner in which it typically makes the player choose a compromise.   

If I was Partially Successful when Laying Down Fire, I'd be awarded 2 choices, so I might cover an ally while suppressing an enemy, however, a total success affords me a further choice, with which I may either buff an ally's attack or actually inflict some harm.

After exploring Apocalypse World some more, I found that there is a multitude of games/settings leveraging the same engine. I found a reskin of AW called Deathwatch Apocalypse, focused on Space Marines in the Warhammer 40,000 setting.  Role-playing a wargame doesn't strike me as particularly rewarding (maybe I'm just not creative enough?) BUT the action resolution mechanics, which are more combat-focused/tweaked than straight Apocalpyse World, might also work in a wargame setting.  

What did I like about them?  Well, there's a concept called Exchange Harm: meaning that the more dramatic you want your Space Marine to be, well he's more likely to be harmed in the process (but don't worry, they can take a lot of punishment).  By way of example, let's look at the Fight Move.

When you Fight or are involved in violence. Roll +Fight:
On 10+ You harm the enemy and the enemy harms you as established. In addition choose 1:
    • inflict terrible harm (harm +1)
    • suffer little harm (harm suffered 1)
    • you control the battlefield
    • you impress, dismay or frighten your enemy.
On 7-9 You harm the enemy and the enemy harms you as established. In addition the MC can choose 1:
    • make you suffer terrible harm (harm suffered +1)
    • you inflict little harm (harm 1)
    • something goes wrong.
A Total Success roll's resolution will commence with both the enemy and I being harmed.  Next, I would get to choose one of four options, either causing more damage to my enemy, reducing my wounds, seizing control of the battlefield (it's an RPG, and you're encouraged to interpret it to fit the situation) or force the enemy to change their behaviour e.g., falter mid-charge and maybe retreat.   There are other games/hacks out there that have similarly explored such resolution systems e.g., Die-Sun.

There are a number of things that appeal to me with regard to such mechanics, including:
  • Ease of Resolution: none of the roll to hit, roll to penetrate, roll to save, roll to injure madness - typically it's a single roll of 2 or 3 dice;
  • Variety of Outcomes: those little trade-offs (e.g., do I suffer damage and hurt them more, or hurt them a little bit and reduce my damage) add another layer of tactical decision play to the game; and
  • Rich Narrative Possibilities: it's relatively easy to adapt Moves and their component parts to specific tropes, situations and characters.  E.g., each of Apocalpyse World's dozen-odd character-types has a handful of unique Moves.
Maybe it's time I seriously try and tie some of these things together into a coherent whole!

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