For the past few months I’ve been settling in to a new country, slightly disconnected from my old gaming group and working on meeting new roleplayers. To fill the gap, I’ve been meeting up with people and playing a lot of board games.
While I know it might be different for some of the passionate Pathfinder and 4e players out there ( I guess they’re not on this forum?..) my RPG sessions have never had much in common with board games. We have combats now and again, but always theatre of mind, and with relatively lightweight game systems. Most of the time my players are exploring strange places and talking themselves into paranoia spirals about harmless NPCs because I happened to mention they had slicked back hair. Our games, I suppose, are more about strategy than tactics: how do you avoid the difficult fight, obtain the magical maguffin, or recruit the locals to your cause? and its kinda funny because we all agree that we actually quite like tactical thinking and yet we don’t really want to dedicate so much narrative time to the actual hack and slash: a few tense skill rolls is enough.
So there I was – playing Everdell, deeply engrossed in a calculation of whether I needed to prioritise collecting wood to get my farm established before Spring came, or if my rivals will steal the last of the river stones in the meantime – when it finally struck me that if board games can be rich in tactics and not have anything to do with violent combat, why are there so few RPGs that engage with the same ideas? The only system in this line I really know much about is Burning Wheel’s Duel of Wits, although I’ve never quite got BW to work for me.
Well anyway, I’ve been running an on and off stone-age fantasy game online with the Worlds Without Number system. My players are sailors and explorers, and so we’re doing lots of wilderness travel. I wanted to make their choices matter on their journeys, but I didn’t want to reduce everything to “OK now roll Exert to climb the mountain, roll Survive to find food”, nor did I want to start a precise accounting of supplies. So I took inspiration from the board games, and I’ve been working on expanding the lightweight combat system that comes with Worlds and remapping it to work for so-called Environmental Perils.
Below I put some non-exhaustive details of the prototype Environmental Perils system. So far we’ve used these rules for ‘Climbing The Icewing Cliff’, ‘Sailing Through The Great Storm Wall’ and ‘Crossing the Starving Isles’.
Highlights:
I rewarded my players with a magical Oar that gives +1 during ocean perils. They were just as excited as if they found a magic sword (because in a way they did)
I starved my players, they passed out on the open sea, and now are captured by cannibals. They loved it because they didn’t just fail a travel roll or forget to mention buying 24 bags of fish. Instead we had a thirty min scene where they could make reasoned choices about whether to prioritise foraging or rapid movement, came up with some out of the box ideas to get bonuses, and ultimately only just failed due to some really unlucky RNG.
Issues:
We’re sometimes stuggling to make tactical actions feel natural or diegetic. I don’t think combat is especially suited to this kind of rule set, so I think this is just a case that we’re so used to DnD tropes (Attacks of Opportunity, Charge Bonuses etc.) that they just feel natural even when they’re not actually that logical taken on their own in all cases.
I’m interested to hear suggestions, questions or criticism, either of the broader line of thinking or any rule specifics.
Scrappy Rules Summary:
An environmental encounter is a perilous situation that warrants more than a mere skill role. It is in many ways a direct analogue of combat, with many actions and stats abstracted to fit more diverse kinds of challenges. An encounter is defined by the following key characteristics:
• The Peril – The consequence of failure. e.g. the party falls to its death, the party is shipwrecked etc.
• The Goal – What must the party do to overcome the encounter. e.g. reach the mountaintop, find water, reach a safe beach etc.
• Threats – The equivalent of hostile NPCs, these are the one or more distinct dangerous elements in the encounter. More on these below.
• Zones – One or more locations in the encounter, which may be moved between. Some actions will be limited to targets within the current zone, or only outside the current zone.
• Pace – How long a turn represents. Fleeing a boulder Indiana Jones style might warrant a standard 6-second turn, while crossing a desert might feature week-long turns!
The key game play loop of combat is preserved, but many rolls take on new meanings:
• A PC will roll to meet the challenge posed by a particular Threat (As rolling to hit against an NPC)
• If they overcome the Threat’s Challenge Class (as Armour Class) they make Progress (deal damage) against that Threat.
• When the party have made Progress against a Threat equal to its Progress Target (as hit points), the Threat has been overcome.
• Likewise, Threats will ‘attack’ one or more PCs each turn, and successful hits will damage the PC’s hit points, which in this context represent their resolve and determination.
• For now, players will use their normal AC for simplicity, but I have thoughts…
• If a PC is reduced to zero hit points they have run out of energy, blood, morale or simply good ideas, and are unable to further contribute to the encounter.
• If all PCs are reduced to zero hit points, The Peril eventuates, which may or may not be lethal, but will definitely be undesirable.
• If the PCs overcome all Threats then they achieve The Goal.
Below are the actions a PC can take during an Environmental Encounter. A player should start by saying what they want to do in the turn to address the Threats, and then work out which action matches. If multiple actions are deemed to match, the player can choose freely.
Taking the exact same action twice incurs cumulative -1 penalties due to diminishing returns, and its not narratively exciting.
• Progress Bravely (Melee Attack) – Expose yourself to risk to Meet The Challenge of a Threat in your Zone. You will always make some progress
(shock damage). e.g. climbing a cliff with axe and piton, steering through a storm.
• Progress Cautiously (Ranged Attack) – Meet the Challenge of a Threat in another Zone, using your distance to make a considered or savvy choice. e.g. shoot a rope and arrow up the cliff, map the path between rocks ahead.
• Move (Move) – move from one zone to a neighbouring zone.
• Protect Self – gain +4 AC by taking mitigative action. Such action is likely temporary and specific to you: otherwise you are making Progress and should roll as such
Damage: You can’t fight thirst with a sword or gravity with a bow! Instead of tools of war, more mundane tools will determine how much Progress is generated by a successful Meet a Challenge roll.
For simplicity:
• No tool at all, Brave: 1d4 (shock 1), Cautious: 1d4
• Improvised/poorly suited tool, Brave: 1d6 (shock 1), Cautious: 1d4
• generally suited tool, Brave: 1d8 (shock 2), Cautious: 1d6
• Perfectly suited tool, Brave: 1d10 (shock 2), Cautious: 1d8