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    12 
       
    13       Elements
       
    14 
       
    15 
       
    16     Elements of Tactics
       
    17 
       
    18 *by Brian Gleichman*
       
    19 Nov 01,2002
       
    20 
       
    21 	
       
    22 
       
    23 
       
    24     Elements of Tactics
       
    25 
       
    26 As many know, RPGs had their beginnings in the miniature wargaming
       
    27 hobby. The first systems were extensions of many of the same concepts
       
    28 and were highly tactical games in their own right.
       
    29 
       
    30 The old wargame empires (SPI, Avalon Hill, etc) all but died and those
       
    31 that survived to a noticeable extent (GW) did so by moving to extremely
       
    32 simple rules in order to appeal to the widest possible user base. RPGs
       
    33 (with the exception of D&D) followed the same course with "Story" and
       
    34 simple mechanics becoming more and more commonplace and rules taking an
       
    35 ever decreasing importance. Entire game lines became based on such
       
    36 mechanically shoddy grounds as a core dice mechanic that increased your
       
    37 fumble chances the more skilled your character became. It seemed that
       
    38 few noticed and even fewer cared. It almost looks like the need for
       
    39 solid, let alone tactical, game systems were a thing of the past.
       
    40 
       
    41 However much of that appearance is illusion. D&D always remained at the
       
    42 top of the market and new games designs are once again returning to more
       
    43 traditional styles at least in part. The interest in tactical games
       
    44 actually is as strong as ever.
       
    45 
       
    46 A couple of the newest entries into "tactical rpgs" are Riddle of Steel
       
    47 and Rune. Both games that market themselves in part on their combat
       
    48 systems. A welcome change of pace for old timers like myself, but are
       
    49 they actually tactical games? What does one look for? How can a system
       
    50 design be optimize for it? How do we judge a system's suitability for
       
    51 tactical play in an era where nearly everything the old wargame
       
    52 designers learned has been forgotten? We need some standards, or at
       
    53 least some concepts to used in our judgment.
       
    54 
       
    55 I'd like to take a stab at it by defining three major elements of
       
    56 tactical game design, one characteristic, and one thing it is not- in
       
    57 that order.
       
    58 
       
    59 //
       
    60 
       
    61 
       
    62       /Element 1: Resource Management/
       
    63 
       
    64 One of the bedrock concepts of tactical play is to make the most gain
       
    65 with the least expenditure. After all, if you have unlimited resources
       
    66 and no reason to avoid using them- you can do anything. Being able to do
       
    67 anything without thought hardly makes for good tactical play.
       
    68 
       
    69 The exact nature of resources can vary greatly in rpg design. The number
       
    70 of spells you can cast in a day. The amount of ammo you can carry. The
       
    71 number of Hit Points you have and the number of healing potions you have
       
    72 to restore them. At the most basic, there's the number of characters in
       
    73 play and the number of actions each can take in a turn.
       
    74 
       
    75 D&D has always been a masterful example of a game design heavily built
       
    76 on resource management- limited charges on items, limited number of
       
    77 potions, only so many pre-selected spells per day, etc. D&D forces its
       
    78 players to decide how to best spend resources at almost every turn.
       
    79 
       
    80 As a general rule, increasing the number and types of resources you need
       
    81 to manage increases the tactical play of the game.
       
    82 
       
    83 //
       
    84 
       
    85 
       
    86       /Element 2: Dissimilar Assets/
       
    87 
       
    88 To study tactical battle one must study combine arms. And combine arms
       
    89 is nothing but the use of Dissimilar Assets to achieve a goal.
       
    90 
       
    91 To use a modern warfare as a model: Artillery is powerful and long
       
    92 ranged- but vulnerability to almost any attack. Armor combines
       
    93 protection, firepower and mobility into one powerful package- but even
       
    94 so encounters major problems in certain infantry defended terrain.
       
    95 Infantry is slow and light on weapons- but can make maximum use of
       
    96 terrain. Name an asset and you name both strength and weakness in a
       
    97 single word.
       
    98 
       
    99 Combining Dissimilar Assets into a functional and dangerous whole takes
       
   100 skill and knowledge. Failure to do so (like France's failure in WWII)
       
   101 can be disastrous in the extreme.
       
   102 
       
   103 Early game designs had Dissimilar Assets as a core feature. D&D with its
       
   104 classes- Wizards are very different than Fighters who in turn are used
       
   105 differently than Clerics. Even later games still maintain this to some
       
   106 extent. Vampire has its clans. Deadlands its gunslingers, hucksters, and
       
   107 blessed. These games are designed such that each character becomes its
       
   108 own niche, its own type of Dissimilar Asset that enhances tactical play
       
   109 when viewed within its own group of player characters.
       
   110 
       
   111 Other games however consider such stark limits as unrealistic and seek
       
   112 to reduce all the characters to common terms. Even D&D weakened its
       
   113 class structure in its latest version although it still remains strong
       
   114 enough to function as a tactical enhancement.
       
   115 
       
   116 As a system weakens character niche, it reduces tactical play. Universal
       
   117 Resolution systems, lack of character differences, sole dominating
       
   118 weapon selections, all these things can combine to create a tactically
       
   119 bland experience where the answer to any problem is obvious and
       
   120 unchanging. Even though such reduction is often done from the standpoint
       
   121 of realism, a simple look at real world combat would show that it is in
       
   122 fact a failure from even that perspective- there are no single dominate
       
   123 weapon, no one solution to every threat, no single plan that ever
       
   124 survives contact with a foe.
       
   125 
       
   126 //
       
   127 
       
   128 
       
   129       /Element 3: Maneuver/
       
   130 
       
   131 Managing resources is the bedrock of tactical play. Controlling
       
   132 Dissimilar Assets each with their own resources is the first step to
       
   133 being a tactician instead of an accountant. It is however with Maneuver
       
   134 that one masters the subject. Sadly, it is in Maneuver that most rpg
       
   135 design perform worse.
       
   136 
       
   137 At its most basic, Maneuver is getting the right resources into the
       
   138 right position at the right time in order to maximize your chance of
       
   139 success while protecting against the same from your opponent.
       
   140 
       
   141 Of course for Maneuver to matter, you have to be able to maneuver. Many
       
   142 designs forgo the use of a map completely and either ignore movement or
       
   143 abstract it out of the realm of character decision. In so doing, the
       
   144 remove this element of tactics completely from their design.
       
   145 
       
   146 A design that focuses on tactical movement will likely include rules for
       
   147 facing (and flank and rear attacks), multiple opponent rules, the
       
   148 effects of range, the impact of terrain and other factors that can (when
       
   149 properly used) allow a force to defeat unskillfully played opponents
       
   150 with greater resources.
       
   151 
       
   152 //
       
   153 
       
   154 
       
   155       /Characteristic: Pace of Decision/
       
   156 
       
   157 The three elements above, added to the rule system in use determine
       
   158 something I call "Pace of Decision". Pace of Decision is at its most
       
   159 simple how fast can the player lose. It's a measure of the importance of
       
   160 each individual decision and movement.
       
   161 
       
   162 While a number of factors determine a game's Pace of Decision, how
       
   163 lethal a system is may be the most important. For example: D&D provides
       
   164 Resource Management by having Hit Points. However these same Hit Points
       
   165 reduce the game's Pace of Decision since they act as a buffer to bad
       
   166 tactical choices. You can lose a few hit points by moving to an inferior
       
   167 position, but it's easy enough to move again afterwards and use a
       
   168 healing spell or potion and thus carry on the battle. In other games,
       
   169 that single bad decision could result in a disabled or dead character.
       
   170 Hence the Pace of Decision can be said to be Low (D&D like systems where
       
   171 many hits are needed to kill) or High (one hit means a dead character).
       
   172 
       
   173 If Pace of Decision is too low, any tactical error of Maneuver or even
       
   174 Dissimilar Asset can be forgiven since its impact is minor at best. The
       
   175 winner is almost solely determined by who had the greater resources. On
       
   176 the other hand if it is too high, the battle is over before it started
       
   177 with initial deployment likely determining the winner.
       
   178 
       
   179 The ideal position between these two extremes is one of personal taste.
       
   180 Indeed, what combination of the three elements above and how that works
       
   181 with the system's resulting Pace of Decision is a question that can only
       
   182 be answered by each individual. Everyone has his or her own tastes and
       
   183 the possible range of answers here is immense. And this explains more
       
   184 than anything else, why there is room for more tactical games.
       
   185 
       
   186 //
       
   187 
       
   188 
       
   189       /A non-element/
       
   190 
       
   191 Something this isn't a true Element of Tactics needs special note
       
   192 because (all too sadly) it is what some people think of when you say the
       
   193 words Tactical Play.
       
   194 
       
   195 Rock-Scissors-Paper (RSP) is not tactical game design. RSP design is the
       
   196 use of options that have provided little or no in-game reason for the
       
   197 selection of one over the other.
       
   198 
       
   199 Riddle of Steel for example requires players to drop either a red or
       
   200 white die to determine if they are attacking or defending.
       
   201 
       
   202 Top Secret used a combat maneuver matrix (low kick vs. high block for
       
   203 example) where the result mattered- but the player could only base his
       
   204 decision upon what maneuver he (the player, not his character) thought
       
   205 the opposing player (and again not his character), would select.
       
   206 
       
   207 There is a certain skill in using such mechanics, same as bluffing and
       
   208 mind games are part of poker or chess. However this is playing at the
       
   209 meta-game level and isn't really part of the game design itself. Chess
       
   210 for example includes no rules for psyching out the other player, nor
       
   211 does poker include mechanic rules determining when to bluff.
       
   212 
       
   213 In addition to that fact that this type of mechanic is playing at the
       
   214 meta-game (using information not available to the character, such as
       
   215 "Joe tends to drop red")- it often completely overshadows the real
       
   216 game's tactical elements detailed above, thus reducing skill at the game
       
   217 itself to a sideshow.
       
   218 
       
   219 The actual effect is to remove a key determing factor of play outside
       
   220 the game. A worthwhile goal sometimes- but not something that should be
       
   221 seen as tactical game design.
       
   222 
       
   223 //
       
   224 
       
   225 
       
   226       /Tactical Elements in Combinaton/
       
   227 
       
   228 Each of the three elements and one characteristic I noted above combine
       
   229 to produce the final tactical favor of a game system. D&D has high
       
   230 Resource Management and Dissimilar Assets together with rather low
       
   231 Maneuver and Pace of Decision. A combination that produces a style and
       
   232 result that is famous or infamous depending upon one's viewpoint.
       
   233 
       
   234 Age of Heroes on the other hand has very high Pace of Decision and
       
   235 Maneuver, medium Dissimilar Assets, and comparatively low Resource
       
   236 Management. As a result it plays very differently from D&D, so
       
   237 differently that I've seen D&D players encountering it almost reduced to
       
   238 a state of shock.
       
   239 
       
   240 Some games may do completely away with one or more elements. Others will
       
   241 select completely different mixes. There are a huge number of possible
       
   242 combinations, a fact that puts the lie to a common statement I've
       
   243 encountered saying D&D has covered all that needs to be covered in
       
   244 tactical rpgs. Indeed, it seems clear that the subject has barely been
       
   245 scratched.
       
   246 
       
   247 //
       
   248 
       
   249 
       
   250       /Finally, an Observation/
       
   251 
       
   252 If one reads between the lines above, you'd find an interesting common
       
   253 thought. The core of tactics is providing options (resources, different
       
   254 assets, movement options)- but its framework is one of limits.
       
   255 
       
   256 A resource once spent is lost for an important period of time. A
       
   257 dissimilar asset can't do everything. Requiring maneuver means that you
       
   258 can't be everywhere. Etc.
       
   259 
       
   260 The heart of tactics is operating with limits to bring the best assets
       
   261 and resources to bear at the correct point at the correct time. The
       
   262 theme of tactics is overcoming limits. Consider that the next time you
       
   263 look at a game that promises to let you do anything...
       
   264 
       
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   320 
       
   321 ------------------------------------------------------------------------
       
   322 
       
   323 
       
   324       Previous columns
       
   325 
       
   326     * Elements of Strategy </news+reviews/columns/elements11feb03.html>
       
   327       by Brian Gleichman, 11feb03
       
   328     * Rationales for Mechanics (or the Case for Designer's Notes)
       
   329       </news+reviews/columns/elements14jan03.html> by Brian Gleichman,
       
   330       14jan03
       
   331     * Layers of Design </news+reviews/columns/elements11dec02.html> by
       
   332       Brian Gleichman, 11dec02
       
   333     * Elements of Tactics </news+reviews/columns/elements01nov02.html>
       
   334       by Brian Gleichman, 01nov02
       
   335     * Elements of Complexity
       
   336       </news+reviews/columns/elements20sep02.html> by Brian Gleichman,
       
   337       20sep02
       
   338 
       
   339 
       
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