Old school game structures, have over the years, tended to whittle down to combat mechanics and some open narrative mechanisms.
If you look at 5th edition Dungeons and Dragons you will see a strong mechanical support for combat encounters. These mechanics are of the general structure “I go, then you go”, with characters taking turns to inflict hit points on one another.
The rule books have often suggested adding more colourful narrative rather than reciting bare bones mechanical values. Instead of “I hit with my +1 sword for 10 hit points damage” a player might say “I swing my sword, glowing with a magical aura, and slice my opponent with a deep wound”. This is flavourful, but has no mechanical effect. As the rules are heavy on mechanical effect the players generally don’t do the narrative much.
All Us Gamers has a general approach that marries the narrative, qualitative approach to resolution systems that can use either judgement or a more quantitative mechanical Dice Engine, provided in the Inner Core Rules, to produce narrative, qualitative results.
Its intended that the first port of call in the resolution procedure is the informed decision. In other words the circumstances suggest an outcome and you just flow with it. The deeper character development in the On Aptitude module assists this decision making.
When necessary the Dice Engine is called upon, and then the circumstances have more concrete ways of providing aptitude and difficulty settings. Again the On Aptitude module can provide more tools for setting these values.
The Dice Engine produces graded outcomes between total disaster and incredible success, and the informed decision method is expected to produce similar outcomes by fiat. These outcomes then modify the circumstances, and play is ready to move on to another round of action or go out to extended, longer time frame activity.
In The Book of Struggles the cycle described above is used to handle conflicts between two characters or groups, with combat being an obvious subset. The Struggle Engine allows opponents to declare simultaneous actions (a “my action vs your action” structure) and then the struggle outcome is a product of the combined action outcomes.
The possible Struggle Engine outcomes include:
- One side succeeds to some degree, applying their action to the opponent
- The struggle hits a lull, and neither side has much advantage
- The struggle is hot, and one side may be building an advantage.
- “The Advantage” is a condition that may be tossed between sides, used to “press the advantage”, lost, or taken by an opponent “seizing the advantage”.
This prompts increased narrative scope as the character actions play out against one another, and the circumstances change and boil, while still allowing mechanical underpinnings to support the game flow. Either side may be subject to informed decision or Dice Engine resolution styles for their actions.
Consider a police officer chasing a suspect through a shopping mall.
The officer may “try to head the suspect off”, while the suspect may “try to get lost in a crowd and change direction”.
Some possible outcomes:
- The suspect succeeds, the police officer gets to the cut off location at the escalators but has lost sight of the suspect.
- The officer gets to the cut off location and sees the suspect has changed direction, so they are now further apart and the suspect has the advantage. (The officer’s next action could be to try to “seize the advantage” by calling out to the crowd to stop the suspect)
- The suspect gets blocked by the crowd and is closer to the officer when the officer gets to the cut off point. The officer has the advantage. (The suspect’s next action might be to try to “seize the advantage” by throwing a passer by into the officers path and then dodging deeper into the crowd)
- The suspect “dodges” straight into the location the officer picked and gets tackled. A new struggle begins with the officer at advantage to get the suspect down and in cuffs.
The struggle engine can also be used for groups, for example two military forces fighting over terrain. Individual player actions on the battle field can have an effect that feeds in as part of the conditions for the higher level conflict.
These mechanics give support to a very wide range of interesting adventure situations. Looking forward to getting some more play testing and refining done.