Captain Anorak's
Guide to Gaming
Vulnerability to Injury
REALITY
If combat is realistically deadly, then the following should
be true:
1. Whenever a normal human takes a hit from a deadly weapon,
there should be a chance of an outright kill in one blow. If
I hit anyone - even Clint or Arnie - with a two-handed sword, the
chance of a kill with one blow should be pretty high. If I stab
Arnie with a four-inch dagger, the chance of a kill might not be
high, but it should at least exist.
2. Combat damage can leave a character permanently
crippled. A character can be left alive but have permanent
damage which will impair his abilities.
3. As a character gets injured, his fighting abilities
are impaired. A character who has taken many flesh wounds in
a fight should have difficulty moving properly and be distracted
by pain. If the muscles in my leg are cut through, I can't walk
or stand, which makes fighting difficult.
4. Open wounds have a chance of getting infected. I
don't think I know of a single roleplaying game which includes one
of the great horrors of the world before antibiotics - infected
wounds. If someone slices your arm open, you can't just shrug it
off. Aside from making your arm not work (see 3 above) there is also
a chance of gangrene.
GAME STYLE
If combat was realistic in a roleplaying game, characters who
went repeatedly into combat would end up killed or crippled after
a few fights. Assuming you're not playing one of the few marginal
games like Paranoia where player characters are meant to be
killed off every scenario, player character death can be avoided in
a number of ways:
1. Avoid combat. It's perfectly possible to write a game
that has nothing to do with combat, but it would probably be dull.
I wouldn't want to play a game about working in an office; a game of
power-politics can be fun from time to time; but what I really want
is a game where I get to kill things. Roleplaying lets me live out
the experiences I can't have in real life, like brutally slaying
people as my Saxon and Viking ancestors did. I want combat!
2. Make player characters exceptionally hard to kill.
This is probably the most common solution to the problem.
Werewolf makes PCs super-hard combat-beasts with powers of
regeneration and technology-jinxing in a world full of normal
humans who suddenly find that their guns don't work near werewolves.
AD&D and many others just give player characters and a few
NPCs ridiculous levels of Hit Points, allowing them to literally
survive a hail of arrows, without any justification. I dislike this
as it takes the feeling of risk and therefore the excitement out of
combat: see
Combat without Consequences.
Warhammer FRP has Fate Points, each of which lets a character
escape death once: thus a character has a limited number of free
escapes, but once they're gone they're gone (a successful campaign
conclusion might lead to the reward of one extra Fate Point: these
things are rare).
3. Require players to use tactics. This is my favourite.
The PCs face enemies, or potential enemies, of such strength and
numbers that they would never survive if they tried to fight them
all in one go. Instead they must use diplomacy and caution to
avoid making enemies where possible. Where this is not possible
they must use tactics to survive, for instance by making sure that
they fight on their terms, choosing the field of battle, using ambush
and surprise, and attacking where the enemy is weak. This is what
happens in the film Seven Samurai: open battle against all the
bandits at once is out of the question, but cunning tactics finally
defeat them.
Traveller
is like this: one player described it to me as the game where you
never get in a fight unless you know you're going to win. Weapons are
extremely powerful, so a survivable fight generally involves shooting
an unsuspecting enemy who doesn't know you're there from a distant
position of cover. Even in a game where swords and arrows are the
deadliest weapons, you can run a similar style. I did this with my
home-brewed game
The King's Men and was very
pleased with the result. Six player characters could not fight thirty
bandits in an open fight, but by making hit-and-run attacks, burning
their bases with fire arrows and killing off isolated individuals
they inflicted enough casualties to drive the bandits away seeking
easier pickings, without losing a single man themselves.
4. Have the players command groups. This is an idea which
I have long dwelt on but never run: each player
commands troops,
and must manage his units. The setting would probably make
casualties inevitable, so the replacement of lost troops from your
units takes the place of healing up Hit Points in AD&D.
Men fight for money: paying more makes it easier to hire men, but
getting your men killed makes potential recruits reluctant to join
you.