Wednesday, 22 August 2018

Wargames vs RPGs: RuneQuest, The Fantasy Trip and The Dolorous Stroke




I got into RuneQuest when I was at primary school. A friend's older brother had it, his younger brother inherited his books, and I asked for the rules for my next birthday. And that led to many glorious encounters, though very little in the way of campaigns; characters were very short-lived, and fights often ended badly.

In retrospect and despite all the glories of its setting, RuneQuest probably functioned for us as much as a brilliant skirmish wargame as an RPG. The roleplaying happened before the fighting - and then the fighting typically ended things. 

A year or two ago, a Lead Adventurer Forum regular, LeadAsbestos, noted that he'd often used RuneQuest simply as a low-figure skirmish game. My son and I tried out RQ2 in that way a while back and had a pretty good session pitting one crested dragonewt against a few trollkin. 

In the past, the big problem with RuneQuest was generating NPCs and monsters, as this took almost as long as creating PCs from scratch. So we tended to use stat blocks from scenarios (those Rainbow Mounds trollkin from Apple Lane must have been slaughtered again and again and again ...) and from FANGS, a supplement consisting of nothing but pre-generated monsters, many of whom were much more powerful than starting PCs. 

These days, though, there are automatic generators for NPCs (or at least for Mythras, the non-Chaosium incarnation of the RQ system). So statting up a few broo or dragonewts for a quick skirmish has never been easier. That's something I intend to do shortly, once I've properly digested the Mythras rules. 

The Fantasy Trip is another example of the way RPGs and skirmish games can intersect, with game being derived from the Melee microgame (I seem to dimly remember playing it; certainly, those plastic-boxed board games were in vogue at lunchtime when I was at primary school: Car Wars and Ogre in particular).

Then there's Song of Blades and Heroes and its mechanically similar RPG version, Tales of Blades and Heroes, which is great for one-off, miniature-based games and certainly enlivens combat. I've never played Savage Worlds, but I gather it performs the skirmish and RPG roles well.

It's probably true, though, that most RPG combat systems don't make for great skirmish games, because the fights are too long - too much hit-point attrition - or insufficiently tactical without GM input. Or because they're too complex. Song of Blades certainly handles 12 broo vs 5 adventurers much more smoothly than RuneQuest. And D&D-type systems can get a bit boring in symmetrical fights (two groups of three third-level fighters facing off, for example).

Conversely, most good skirmish systems aren't that great for RPGs, because they're too realistic - death can come too suddenly - or insufficiently flexible to allow for the creative ploys a group of D&D players might come up with (spilling oil on the floor, shouting "look behind you!", feigning death or whatever).

Anyway, I've been thinking about this today because I bought The Dolorous Stroke last night. It's a new skirmish game with RPGish elements from Emmy Allen, whose blog is trove of delights (add-on duelling systems for D&D, tables of hideous wounds, discussion of Machen's The White People ...). The kids and I have just given it a run-through, on which I shall report shortly.

1 comment:

  1. I myself have been looking for a set of rules that hits the sweet spot between very small numbers of combatants with detailed weapon and injury rules that you would get in an RPG, and the "this is strictly a fight between models on a table-top, not a full blown RPG" that you have in a wargame.

    Gibby (from LAF) and I tried a few different systems over the years. Quite a lot of "Song of..." has been played, but I always found the rules lacking in detail and fights always became a matter of which warband would run away first.

    We also tried Warhammer Fantasy Roleplay as a skirmish system, which was great fun at first, but felt a little creaky sometimes, particularly as the rules we wanted for a stand-alone skirmish were buried within the many other pages of the actual RPG, and took a bit of work to see how everything fit.

    It became especially awkward when Gibby wanted to do RPG-ish things like have King Arthur stab Excalibur into a pagan witch's altar, instead of merely attack her, as I hadn't been running it with any other actions in mind other than moving or attacking.

    We both bought The Dolorous Stroke last month and we are intending to give it a play-through very soon. I must say I am greatly looking forward to it. A couple of read-throughs of the rules seem to suggest this is the exact sort of thing I have been looking for all this time.

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