draft/wind13feb02.txt
branchecjdr
changeset 92 bdef1afd1170
equal deleted inserted replaced
91:3164c82ac16e 92:bdef1afd1170
       
     1 RPGnet <http://www.rpg.net> 	
       
     2 <http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://roma.hinterwelt.com/Turris-Ref.html&imageURL=http://www.rpg.net/images/ads/turris.gif>
       
     3 
       
     4 
       
     5 	Reviews <http://www.rpg.net/reviews/> 	Forums <http://forum.rpg.net>
       
     6 News & Press <http://www.rpg.net/news+reviews/press.phtml> 	Columns &
       
     7 Info <http://www.rpg.net/columns/index.phtml> 	RPG Wiki
       
     8 <http://wiki.rpg.net> 	RPG Shop <http://shop.rpg.net> 	
       
     9 <http://www.rpg.net/members/>
       
    10 
       
    11 
       
    12       Wind in the Flowers: Re-inventing a Game
       
    13 
       
    14 
       
    15     Systems Change
       
    16 
       
    17 *R. Sean Borgstrom*
       
    18 February 13, 2002
       
    19 	
       
    20 The new edition of *Nobilis* needed a stronger combat system. The game
       
    21 itself does not depend on action or physical conflict, but stories of
       
    22 combat play a big part in roleplaying games and speculative fiction in
       
    23 general. I consider the old combat resolution system a bit weak, and
       
    24 that's unfortunate. Many people enjoy roleplaying combat a great deal.
       
    25 So we revised the system for greater usability and excitement.
       
    26 
       
    27 In building a new combat system, I set out to avoid a phenomenon I think
       
    28 of as "the death of a thousand cuts." In many roleplaying combat
       
    29 systems, if you bruise or nick a character seven, or twenty, or even a
       
    30 hundred and fifty times, the character eventually falls over dead. With
       
    31 proper design, such systems are realistic. Properly managed, they can
       
    32 produce dramatic results. But I don't like this phenomenon in *Nobilis*.
       
    33 
       
    34 Characters in *Nobilis* transcend biology. Even ordinary humans have a
       
    35 mythic, spiritual element to their nature. The Nobilis, the main
       
    36 protagonists and standard PCs, have a bit of the /divine/ in them as
       
    37 well. If the immortal spirit plays as large a role in sustaining life as
       
    38 proper liver and kidney function, slow accumulation of minor mechanical
       
    39 damage shouldn't kill a character off.
       
    40 
       
    41 The first principle of the new combat system is simple. It should always
       
    42 take at least one significant blow to bring a character down. An
       
    43 assortment of scratches does not suffice to kill someone. There must be
       
    44 an actual mortal wound.
       
    45 
       
    46 Other systems have implemented this idea. Traditionally, a character can
       
    47 take an arbitrary amount of damage in these systems, with normal
       
    48 deleterious effects, but cannot /die/ without taking a level of the
       
    49 deadliest form of damage.
       
    50 
       
    51 In a way, such games reprise the "death spiral" seen in various early
       
    52 and modern systems. The more damaged a character becomes, the easier it
       
    53 becomes to suffer further damage. Eventually, the character falls to the
       
    54 center of the spiral - incapacitation or death. Healthy characters are
       
    55 extremely hard to kill, however fell the blow. After taking a few hard
       
    56 knocks, however, the character becomes vulnerable.
       
    57 
       
    58 Realistically, this makes sense. Certainly, very few character types
       
    59 actually get /better/ at avoiding damage when they become wounded. The
       
    60 talent is rare and specific and, in *Nobilis*, players should purchase
       
    61 the talent as a player-designed Gift. It does not belong in the main
       
    62 combat system. The death spiral also makes dramatic sense. Systems built
       
    63 around a death spiral tend to make sure that characters /do/ survive one
       
    64 or two blows before death. Finally, it makes the character's injury more
       
    65 real for the players if it has a mechanical impact on the game.
       
    66 
       
    67 The standard death spiral bothers me, however, for the same reason that
       
    68 nicking and scraping characters to death does. As characters descend the
       
    69 spiral, it becomes ever easier to inflict that fatal blow. This
       
    70 undermines the purpose of requiring at least one significant attack. To
       
    71 me, if someone beats a character into helplessness with a series of
       
    72 minor blows, and then finishes them off at leisure with a gun held
       
    73 against their eye, it's not the gunfire that killed them. It's the minor
       
    74 beating that left them unable to stop their enemy from shooting their
       
    75 head point blank.
       
    76 
       
    77 The first unusual element of *Nobilis*' new combat system works as
       
    78 follows. It's not the /last/ blow that must be particularly lethal to
       
    79 take one of the Nobilis down. Taking a deadly wound isn't the final
       
    80 indignity for a player character. Instead, a character /begins/ to
       
    81 suffer the game mechanical effects of damage when they take their first
       
    82 terrible injury.
       
    83 
       
    84 From a traditional perspective, *Nobilis*' new death spiral curls
       
    85 backwards. A character has one to three Deadly wound levels. When they
       
    86 suffer a truly horrible wound -- damage to the heart, a terrible fall, a
       
    87 bullet to the head, serious burns, a lightning strike -- they lose one
       
    88 such wound level. Until they run out of Deadly wound levels, lesser
       
    89 damage has no game effect. A character also has a few Serious wound
       
    90 levels. /After/ they run out of Deadly wound levels, significant damage
       
    91 costs them a Serious wound level.
       
    92 
       
    93 Finally, characters have a few Surface wound levels. When they run out
       
    94 of Deadly and then Serious wound levels, even a modest knocking around
       
    95 costs them a Surface wound level. When they run out of /those/, they
       
    96 die. Characters have between four and nine levels all told.
       
    97 
       
    98 Before I discuss this any further, I must admit to one obvious flaw. It
       
    99 /is/ unintuitive for mortal characters to completely ignore any number
       
   100 of Serious wounds received while they still have a Deadly wound level
       
   101 remaining. You can lay open all their limbs with a knife, cut their
       
   102 stomach, shoot their feet, spray them with mildly toxic gas, hurl them
       
   103 into a cloud of angry wasps and then roll them through a fireplace and
       
   104 they'll still be good to go. Not just fit and unimpaired -- they won't
       
   105 lose even a single Serious wound level, since they still have a Deadly
       
   106 wound level left.
       
   107 
       
   108 I don't have a solution for this. It's an intrinsic part of the system.
       
   109 I do have some reasons to think it's acceptable, however. From the
       
   110 dramatic perspective, when a character suffers a Deadly wound level, it
       
   111 serves as the "cue" to the audience -- the players -- that the character
       
   112 is now genuinely at risk.
       
   113 
       
   114 For those more oriented on realistic results, you might wish to think of
       
   115 the miraculous energy that pervades the Nobilis as "ablative vitality."
       
   116 Their sheer natural health simply /transcends/ damage insufficient to
       
   117 inflict a wound level. Like physical armor, a Nobilis' vitality must be
       
   118 pierced before the Noble themselves can suffer impairment.
       
   119 
       
   120 From my perspective, and hopefully the players', this wound system has
       
   121 one significant virtue. The damage that characters suffer is "honest."
       
   122 In a traditional death spiral, when a character takes a trivial wound
       
   123 early on, it could mean the difference between life and death later. In
       
   124 this system, a character cannot /suffer/ a trivial wound until they are
       
   125 on their last legs -- when they know exactly how much closer to death it
       
   126 brings them.
       
   127 
       
   128 Consequentially, when the characters take that deadly wound dramatically
       
   129 necessary to bring them close to death, they have time to react to that
       
   130 information. This honesty /does/ reduce risk, but the person running the
       
   131 game can compensate with increased danger. It also reduces /chaos/,
       
   132 allowing both players and those running games greater control over the
       
   133 game world.
       
   134 
       
   135 R. Sean
       
   136 
       
   137 
       
   138       What do you think? <http://www.rpg.net/pf/list.php?f=88>
       
   139 
       
   140 Go to forum! <http://www.rpg.net/pf/list.php?f=88>
       
   141  Go to Top <http://www.rpg.net/pf/list.php?f=88>  |  New Topic
       
   142 <http://www.rpg.net/pf/post.php?f=88>  |  View Threads
       
   143 <http://www.rpg.net/pf/list.php?f=88&collapse=0>  |  Search
       
   144 <http://www.rpg.net/pf/search.php?f=88> 
       
   145 
       
   146  Topics 	Author  	Date 	Latest Reply
       
   147  James and the Small Caps
       
   148 <http://www.rpg.net/pf/read.php?f=88&i=81&t=81> (2) new 	Kibo 
       
   149 08-20-2002 16:29  	02-10-2003 01:23 new
       
   150  Art <http://www.rpg.net/pf/read.php?f=88&i=77&t=77> (1) new 	Lxndr 
       
   151 04-26-2002 07:36  	04-26-2002 07:36 new
       
   152  The Original Nobilis Club
       
   153 <http://www.rpg.net/pf/read.php?f=88&i=76&t=76> (3) new 	Bret Gillan 
       
   154 04-17-2002 11:28  	03-17-2003 17:48 new
       
   155  Questions & Thoughts
       
   156 <http://www.rpg.net/pf/read.php?f=88&i=64&t=64> (3) new 	Pyske 
       
   157 03-20-2002 18:31  	05-01-2003 13:03 new
       
   158  Noble Buddhism?
       
   159 <http://www.rpg.net/pf/read.php?f=88&i=61&t=61> (9) new 	Tlaloc 
       
   160 03-20-2002 12:17  	12-10-2004 01:20 new
       
   161  Noble Suicide <http://www.rpg.net/pf/read.php?f=88&i=58&t=58> (9) new
       
   162 Eric Christian Berg  	03-20-2002 07:43  	01-18-2005 16:27 new
       
   163  Art Notes <http://www.rpg.net/pf/read.php?f=88&i=54&t=54> (4) new 	R.
       
   164 Sean Borgstrom  	03-14-2002 16:31  	03-21-2002 03:44 new
       
   165  Ack...you just lost my sale
       
   166 <http://www.rpg.net/pf/read.php?f=88&i=45&t=45> (10) new 	SteveD 
       
   167 03-14-2002 04:06  	03-15-2002 06:29 new
       
   168  Onomastikon working URL
       
   169 <http://www.rpg.net/pf/read.php?f=88&i=36&t=36> (4) new 	Jorge
       
   170 Hernández  	03-06-2002 12:51  	08-20-2002 16:10 new
       
   171  Why do angels change names ?
       
   172 <http://www.rpg.net/pf/read.php?f=88&i=33&t=33> (10) new 	philippe
       
   173 tromeur  	03-06-2002 10:13  	12-10-2004 01:34 new
       
   174  R. Sean, some examples?
       
   175 <http://www.rpg.net/pf/read.php?f=88&i=32&t=32> (3) new 	Arref 
       
   176 03-05-2002 08:17  	03-13-2002 20:28 new
       
   177  Sounds great, BUT...
       
   178 <http://www.rpg.net/pf/read.php?f=88&i=28&t=28> (2) new 	Kane 
       
   179 02-27-2002 16:43  	02-27-2002 17:30 new
       
   180  Sort of backwards?
       
   181 <http://www.rpg.net/pf/read.php?f=88&i=21&t=21> (8) new 	Eric Finley 
       
   182 02-20-2002 14:25  	02-28-2002 09:35 new
       
   183  Programmer nature slips out!
       
   184 <http://www.rpg.net/pf/read.php?f=88&i=20&t=20> (2) new 	Sean
       
   185 McCarthy  	02-20-2002 13:18  	02-21-2002 10:30 new
       
   186  Object Lesson Damage
       
   187 <http://www.rpg.net/pf/read.php?f=88&i=15&t=15> (1) new 	Darren
       
   188 Miguez  	02-13-2002 12:45  	02-13-2002 12:45 new
       
   189  How about this?
       
   190 <http://www.rpg.net/pf/read.php?f=88&i=12&t=12> (2) new 	Kristian
       
   191 Lund  	02-13-2002 11:30  	02-14-2002 01:17 new
       
   192  Now, this was strange!
       
   193 <http://www.rpg.net/pf/read.php?f=88&i=9&t=9> (7) new 	access.denied 
       
   194 02-13-2002 07:44  	02-16-2002 21:44 new
       
   195  Briefs on the other two?
       
   196 <http://www.rpg.net/pf/read.php?f=88&i=5&t=5> (5) new 	Eric Finley 
       
   197 01-31-2002 18:39  	02-13-2002 10:36 new
       
   198  Forum now works <http://www.rpg.net/pf/read.php?f=88&i=4&t=4> (1) new
       
   199 Sandy Antunes  	01-31-2002 17:36  	01-31-2002 17:36 new
       
   200  limited series <http://www.rpg.net/pf/read.php?f=88&i=1&t=1> (2) new
       
   201 Sandy Antunes  	01-21-2002 17:41  	01-31-2002 17:36 new
       
   202 
       
   203  Go to Top <http://www.rpg.net/pf/list.php?f=88>  |  New Topic
       
   204 <http://www.rpg.net/pf/post.php?f=88>  |  View Threads
       
   205 <http://www.rpg.net/pf/list.php?f=88&collapse=0>  |  Search
       
   206 <http://www.rpg.net/pf/search.php?f=88> 
       
   207 	
       
   208  Newer Messages
       
   209 <http://www.rpg.net/pf/list.php?f=88&t=81&a=1&>  |  Older Messages
       
   210 <http://www.rpg.net/pf/list.php?f=88&t=1&a=2&> 
       
   211 
       
   212 ------------------------------------------------------------------------
       
   213 
       
   214     * Editing, Development, and Production
       
   215       </news+reviews/columns/wind27mar02.html>
       
   216       March 27, 2002
       
   217     * Affiliations </news+reviews/columns/wind20mar02.html>
       
   218       March 20, 2002
       
   219     * How to be a Hollyhock God </news+reviews/columns/wind13mar02.html>
       
   220       March 13, 2002
       
   221     * Naming Conventions </news+reviews/columns/wind06mar02.html>
       
   222       March 6, 2002
       
   223     * Art Notes </news+reviews/columns/wind27feb02.html>
       
   224       February 27, 2002
       
   225     * Dynamic Nobilis </news+reviews/columns/wind20feb02.html>
       
   226       February 20, 2002
       
   227     * Systems Change </news+reviews/columns/wind13feb02.html>
       
   228       February 13, 2002
       
   229     * Treachery </news+reviews/columns/wind06feb02.html>
       
   230       February 6, 2002
       
   231     * The Emperor to Come </news+reviews/columns/wind31jan02.html>
       
   232       January 31, 2002
       
   233     * The Changing of the Guard </news+reviews/columns/wind21jan02.html>
       
   234       January 21, 2002 
       
   235 
       
   236 
       
   237       Other columns </news+reviews/columns.html> at RPGnet
       
   238 
       
   239 [ Read FAQ <http://forum.rpg.net/faq.php> | Subscribe to RSS
       
   240 <http://www.rpg.net/rss.phtml> | Contact Us <mailto:www@rpg.net> |
       
   241 Advertise with Us <http://www.rpg.net/ads/info.phtml> ]
       
   242 
       
   243 Copyright © 1996-2006 RPGnet & individual authors, All Rights Reserved
       
   244 RPGnet® is a registered trademark of Skotos Tech Inc., all rights reserved.
       
   245