This method was first developed by Gerard de Gre in the early 1900's and is expanded on here to fit role-playing and wargaming in the Gorean environment.
Hand to Hand or melee combat
Character combat power or "hit points"
Large scale combat
Role-Playing Guidelines
Note 1, appendix
Note 2, Appendix
Note 3, appendix
Note 4, appendix
Note 5, appendix
Note 6, appendix
Wargames have existed since the invention of war. They were popularised by HG wells in his book:
Author: Wells, H. G. (Herbert George), 1866-1946.
Title: Little wars; a game for boys from twelve years of hundred and fifty and for that more intelligent girls who like boys' games and books
Published: London, F. Palmer <1913>
Subjects: War games.
And I am not making that title up either.
Since this book many more books have followed some of which ::gasp:: have dealt specifically with hand to hand combat. Surprise! there is an incredibly simple, beautiful system that could be used and it only requires three people and is fool proof,. Wanna know? well here yah go.
each player picks one of the following three actions which correspond to attacks and defences
1. cut to head
2. parry and lunge
3. stop thrust
See Note 1 in appendix.
Now all we need is what we have already, the proctor and two fighters or
more. One fighter is designated the defender by virtue of the scene or by
decision. I will get to how this works with more then one fighter in a moment.
Each fighter relays his action to the proctor prior to writing his action in
the room. The proctor then finds the result from this simple table.
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Attacker |
Defender |
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Defender |
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Attacker |
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Attacker |
Defender |
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This may look complicated but let us consider that this is actually just the childs game of Paper, Scissors, Rock
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Attacker/Scissors wins |
Defender/Paper wins |
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Defender /Scissors wins |
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Attacker/Rock wins |
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Attacker/Paper wins |
Defender/Rock wins |
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Both combatants send their move to the proctor or "caller" in
Instant Message( also called private, message in IRC
before any written action in the room. This prevents
players from reading ahead. Then each player writes his action as normal in the
room or channel. The "caller" then describes the resulting action and
then both combatants have the chance to respond in writing.
See Note 2 in appendix.
Demo 1
In this demo smallwarrior has chosen to defend. Wouldnt it
be nice if he wrote in a "defensive style?" See note 3
in appendix
Both Players have already sent their actions to the Proctor/Caller, the Proctor/Caller announces the beginning of the round
BIGWARRIOR, has chosen to be the attacker. His IM window to proctor reads:
BIGWARRIOR:Cut to Head.
smallwarrior, who is defending, his IM window to proctor reads:
Smallwarrior: Parry &lunge.Proctor/Caller:::The two fighters begin the match, the crowd leans forward in anticipation::
BIGWARRRIOR:::He moves toward him, eyeing him with cold stare. Feeling nothing for his opponent as he attacks with a high slashing arc::
Smallwarrior: :: he spits the word,:: COWARD! :: as bigwarrior attacked ferociously, hoping to void his blade he struck back with equal venom, lunging forward stabbing for the heart ::
The result of these two actions is Hit on Attacker visually the defender is ducking to lunge and avoids the cut to the head strike.
Now the proctor, rather then being a pathetic counting machine can actually write. Slaves or Free Women, who usually proctor such events, are now given a marvelous opportunity to write a combat scene without violating any Gorean tradition of male dominance. the proctor/caller, must also keep and send a log of the "action IM windows," especially in death matches etc. (Im windows can be copied and pasted and then sent to the combatants in email.) It is hoped by myself that any disputes could be settled easily. Lost IMs to the proctor/caller could simply be resent. I do not understand why there would ever be a problem with this but i am sure there will be. But i digress.
DEMO CONT...
The PROCTOR/CALLER takes over:
Proctor/Caller:::The two fighters begin the match, the crowd leans forward in anticipation::
BIGWARRRIOR:::He moves toward him, eyeing him with cold stare. Feeling nothing for his opponent as he attacks with a high slashing arc::
Smallwarrior: :: he spits the word,:: COWARD! :: as bigwarrior attacked ferociously, hoping to avoid his blade he struck back with equal venom, lunging forward stabbing for the heart ::
Proctor/Caller::: The two battle in the dusty of the arena, bigwarrior slashing at the head while small warrior lunges under the blow to stab at his heart. As the crowd gasps collectively, bigwarriors blade flys over smallwarrior as the point of smallwarriors blade gashes bigwarriors chest, blood gushing over the steel::
Here is where it gets a little
stickier. This system is taken from Featherstone's Advanced War Games
Featherstone suggests that certain units have certain "combat
powers." These powers add up to the number of wounds a unit can sustain.
This works marvelously well for us here in AOL Gor and would allow us to put in
training programs to track combat wins, rewarding succesful fighters. Warrior
castes could keep records of fights if they cared to, rewarding players with
combat power points. That is all beside the point and is up to individual
cities and players. Featherstone gives these values for combat power.
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OK. So this was made originally for knights etc and is awfully fast for combat in Gor where we care about our characters so lets up the numbers to a realistic AND ESCAPABLE number.
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panther girls/sleen/tharlarion/kailla... |
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of all castes who care to fight.for whatever reason yet have no warriors training./larl/tarn |
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Tharlarion riders of non warrior caste?) |
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Exwarriors with training/tahari desert riders/Wagon people and other groups with a cultural and book tradition of combat training. For the purpose of Gor it is best to include "pirates." in this. |
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So... what does this mean in light of our demo
DEMO CONT...
The PROCTOR/CALLER takes over:
Proctor/Caller:::The two fighters begin the match, the crowd leans forward in anticipation::
BIGWARRRIOR:::He moves toward him, eyeing him with cold stare. Feeling nothing for his opponent as he attacks with a high slashing arc::
Smallwarrior: :: he spits the word,:: COWARD! :: as bigwarrior attacked ferociously, hoping to avoid his blade he struck back with equal venom, lunging forward stabbing for the heart ::
Proctor/Caller::: The two battle in the dusty of the arena, bigwarrior slashing at the head while small warrior lunges under the blow to stab at his heart. As the crowd gasps collectively, bigwarriors blade flys over smallwarrior as the point of smallwarriors blade gashes bigwarriors chest, blood gushing over the steel::
Proctor/Caller:Smallwarrior 6 BIGWARRIOR 5
This could also be reversed to count UP rather then down. Some people prefer it that way.
Large scale combat or combat occuring between two military groups is even easier to play out in Role-Play. Using the Proctor/Caller system the combat system simulates reality quite clearly. In any large engagement the opposing forces always have one thing in common. They consist of a center, a right and a left flank. Thus using the same three action system large bodies of men can be written to make attackes on one of those areas of their enemy.
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Attacker |
Defender |
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Defender |
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Attacker |
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Attacker |
Defender |
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Instead of the individual characters being hurt or killed as in hand to hand combat, the entire combat group is affected by these attacks. Instead of individual deaths being recorded, Morale is measured. When a units morale falls below a certain level it will scatter and run leaving the attacker to the spoils. Of course a defending or attacking unit whose Morale falls to certain levels may always retreat before that occurs. This leaves us with only calculating the level of Morale of units and it is doine the same way as with individual characters. Indeed the values are almost the same except they keep in mind the defences of the defending units who will have the protection of their fortress or city or simple trench.
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Archers | 2+1 | 2+2 | 2+3 | 2+8 |
Standard Infantry | 3+1 | 3+2 | 3+4 | 3+5 |
Heavy Infantry (mercenary groups) | 4+1 | 4+2 | 4+4 | 4+5 |
Light Cavalry (riding tharlarion, kaiila) | 6 | 6 | 6 | 6 |
Heavy Cavalry (high tharlarion) | 7 | 7 | 7 | 7 |
Tarn Cavalry | 7 | 7 | 7 | 7 |
Siege engines (catapult, ballistae) | 8 | 8+2 | 8+4 | 8+6 |
Good roleplayers if engaged in a battle over important territory or property that would be well gaurded should allow the defender time to gather the warriors who would command these forces for defense. The necessity of securing a proctor for such a battle will insure fair play. Above all players should know the composition of their forces before hand. If a player has been playing his forces as light tharlarion cavalry it would be highly ungorean of him to change them to heavy at the eve of battle.
Siege engines are a tricky matter. Obviously, siege engines in a defending city will have an advantage. They are well stocked from reserves and kept in good working order. Also they are well armored unlike their mobile counterparts. Their ammunition is only limited by the number of stones in the walls of the city. Yet a city would not be bristling with these weapons and players will need to remain in reason over there use. Importantly, siege engines were very very rarley used in the field being far too immobile against cavalry and infantry to do much good. An attacker would have to have them transported to the field and would usually only do so in the case of a major attack such as that upon a city.
At one time I had a character in the builders caste. For every Ship that was built or fortress that was razed a log of In Character scenes was made. This was necessary to prove that the action took place and that what was intangible could be made tangible. In Gor Warriors and men of all castes should take as much care in their role-play. Showing up with an army of men, hjaving never had an IC scene where these men were marching, having never given your enemy any indication that you intended to invade him, is simply assanine. Role-play isnt about who has the biggest cock or who wins necessarily. It is about who is the most clever and who can role-play in such a way that. not only does the player have fun while winning but ALL the players enjoy playing, even if they are losing.
The same is true in terms of Hand to Hand combat. If you are playing a massive warrior who can never be beaten. You should have some evidence that it is true. with the dice system. Pure chance dictates who will win and there is absolutly no chance that one player will have either the intuitive powers or the cleverness to be better then any one else. People may say that the system outlined above is as random as dice, but I have seen, and know some people who could play some one rock scissors paper ONCE and never lose to them again. There is something about trying to predict your opponent and the realisation that YOU are in control of the out come that is compelling. I believe this system may create that feeling even if it is an illusion.