Warriors
and Fighters are awesome. They are the quintessential hero of fantasy
and mythology, doing feats of extraordinary skill and prowess in the
battlefield. In mythology, we have the likes of Heracles, who
strangled the Nemean lion; or Bellerophon, who, flying mounted at
Pegasus, defeated the Chimera; or the god Susanoo, who fought in a
titanic struggle against the giant snake Orochi. In modern fiction,
few warriors of fantasy can have a greater fame than Conan, the
cimmerian barbarian who fought innumerable foes; but, going beyond
sword and sorcery, we may see the Jedi Knights from Star Wars, and
also behold the many super heroes comix, filled with great martial artists and fighters – like Batman, Daredevil, Wonder Woman and many others.
And why
are warriors awesome? I believe because they touch that primal beat
in all of us, the instinct of fighting, of getting on our feet and
standing tall against opposition. They fight with steel, flesh, fists
and bones, bleeding as they claw their way through their many foes.
They may use strength – like Samson – cunning – like Ulysses –
or incredible agility – like Zorro – but they take hold of the
battlefield with their skill.
However,
those amazing stunts and incredible maneuvers are not what normally
happen in most rpgs. In fact, playing warriors in most rpgs resume to
saying 'I attack' and rolling the dice to see if the enemy was hit
and then roll some damage. At most, a player might be allowed to
'try' doing amazing stuff as a fighter, but those actions are just
'mechanical'. If you try doing some awesome thing like swinging down
a chandelier while doing a back flip, landing at a table, then spout
a quirky line and kick the bad guy to a fireplace, you will probably
– in most rpg games – have a ton of penalties to your attack
roll. So, instead of doing something awesome, you just stick to the
'boring' basic action and say 'I attack'.
Even D&D
(and the OSR systems) – which is a rpg game that tries simulating
heroic fantasy and sword and sorcery – doesn't treat warriors very
well. Old School D&D have some abstract notions in combat (Rounds
are very long time wise, attacks and defenses allow for some open ended narration of strikes), which allow some
space for roleplaying. However, there are no encouragements for
players to narrate their attacks, because it all boils down to the
attack roll against AC, with little to no variation. And new school
D&D (3 rd and 4 th editions) may even be worse, because they made
every aspect of combat very deterministic. Combat rounds have a very
strict set time, each attack represent one strike, everyone has
specific actions that can be done, be them attacks or move actions.
All those specifics focus much more on the 'game' aspects of combat
instead of the 'roleplay' aspects.
That is
the main problem with fighters and combat in most rpgs: they don't
align 'mechanics' with 'roleplay'. Nevertheless, there are rpg
systems that allow a lot of interaction between mechanics and
roleplaying. Marvel Heroic Roleplay (MHR) compels the players to
roleplay every aspect they want to use during an attack in order to
roll them – so, if you have Super Speed and Super Strenght, if you
want to use both in an attack, you must narrate how they are being
used; you can't just say 'I attack'. The Open Versatile Anime rpg
(OVA) also makes clear that actions must be correlated with
narration. Maybe the greatest example of all recent rpgs is Dungeon
World, from the Apocalypse World Engine rpgs, that has very awesome
moves and actions for each character class that are directly tied to
in game fiction.
Having
narration without mechanical output feels empty and pointless. And
having mechanics without narration is cold and distant – in fact,
if only for the mechanics, it is much better playing a strategy
wargame or a video game (like Dark Souls or Final Fantasy). But Rpgs
like Dungeon World, MHR and OVA show us that it is possible to find a
middle term between mechanics and narration and make combat (and
warriors!) incredible.
Thinking
about that, on the next days I will be posting about Combat Stunts
and Prowess – ideas to allow warriors to be awesome. To allow
warriors to jump on the giant scorpion's back and make it sting
itself, pull the fur of a werewolf and wrestle with it in the ground
and blind a beholder's eye before it shoots its evil rays.
Until next
time,
Valete!
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I take it you haven't read 5E?
ReplyDeleteI read it. I still prefer OSR. = )
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