Saturday, 6 October 2018

Violence, Depictions of Violence, and Gaming: In Practice

Just like anything in gaming (and fiction), you don’t want to make your violence too real and thus have it be too complex, potentially off-putting, or both. Finding the line between ‘immersive’ and ‘unenjoyable’ is virtually impossible as well, because it’s such a subjective judgement. Look at the sheer volume of ‘realism’ mods found for sandbox RPG video games such as The Elder Scrolls or fan-made encumbrance rules in tabletop dungeon-crawlers. Finding a ‘perfect’ level of abstraction for gaming violence just simply isn’t going to happen on a large scale; thus the responsibility falls on individual groups and GMs to tailor their experience or choose/write systems that appeal to them specifically.

Speaking as another subjective GM, here’s some stuff I’d do.

Implement a wounds system.
I’ve seen a lot of games with ‘wounds’ and a lot of ways to use them. My personal preference is for wounds as punishment for poor play, rather than the fairly common ‘wounds as result of critical damage’ approach. Ever since reading the system Chris McDowall used in Into the Odd I’ve had that in all my OSR games, since ‘damage suffered after you’re out of HP is temporarily deducted from your stats’ is brutally punishing, but it also requires PCs to make the choice to stay in a dangerous location after they run low on HP.

Another option for this system is to have your ‘wounds table’ only come into effect after characters reach zero hit-points. (Cavegirl sniped this one from under me, seeing as I was already using a similar system and starting to rough it out into writing as well. Definitely worth a read.) Put simply, make it possible to receive injuries that aren’t soaked by hit-point abstraction, and maybe even let them have permanent (or semi-permanent) effects on your PCs. Potentially apply the same thing to NPC enemies as well, if you’re willing to do the bookkeeping.

Implement a morale system.
Lots of OSR stuff already assumes morale systems and reaction rolls and so this goes without saying. If you’re playing something more like D&D 4e/5e, you might need to houserule one in. A morale system gives mechanical representation to the nigh-universal drive that sentient beings have to not be brutally murdered. You’ll probably want to keep it fairly light and flexible to account for unprecedented circumstances, and it’s your choice if you want morale calculated per-person or for a whole group. I guess you could apply morale to the PCs as well, but I’d personally be against doing that.

When thinking about morale, factor in: relative numbers, relative gear, motivation to fight, who’s ‘winning,’ personal tenacity, appearance of the party, ‘intimidation’ checks, who’s dying, etc. A particularly nasty wound dealt or taken could have an effect on morale, as could the death of a key team-member (e.g. an officer). Whether you use a mechanic or just eyeball it, keep one question in mind. If I were the NPC, would I be willing to risk a painful and violent death in order to continue this combat?

Don’t expect opportunistic bandits or cowardly goblins to fight to the death when they could run instead. Even if NPCs choose to fight on, have them acknowledge the threat in some way! One option is having one bandit from a pack of 12 choose to run. Another is bloodied enemies choosing to surrender. A third is changing tactics, from ‘rush and engage the barbarian in melee’ to ‘keep as far away from the raging half-orc as possible.’

Narrate your attacks.
For some this’ll go without saying, for others it’ll feel like a time-wasting flow-breaker. (I guess it is, if you expect to be running multiple to-the-death combats per session.) Let your sword swings result in more than ‘six damage!’ If your hit-points are highly abstract (in a ‘fighting spirit’ sense) then you can have attacks fail to connect but still reduce HP. If your system gives characters a lot of hit-points and expect them to be depleted by a lot of attacks… maybe don’t do this. There’s only so many times you can hear ‘the sword grazes their [body part]’ before it loses any meaning.

As for narration, I did a handful of examples a month ago. They’re not great, but hopefully they’re a good starting point. The goal of this is to drive home that every single ‘attack’ action represents a real and serious attempt to cause injury to something or someone!

Don’t run multiple to-the-death combats per session.
It’s hard to make combat and death feel authentic and relatable to the players if your PCs are hacking down sentient beings by the dozen every few dungeon rooms. It’s hard to make your super cool and intense narration (see above) work if you have to come up with new verbs and adjectives every few in-game minutes! It’s really hard for your players to buy that a small town of 200 peasants and no fighters manages to flourish in a forest if the party’s attacked by 3d6 bugbears and 2d12+4 goblins fresh off the random-encounter-table every time they step off the main road to visit!

“Any situation that would reduce a character's head to the consistency of chunky salsa dip is fatal, regardless of other rules.”
There’s a lot of ways of saying this. I’ve heard Massive Damage, I’ve heard Coup De Grace, I’ve heard System Shock, I’ve heard Mortal Wounds. Essentially, don’t let mechanical abstractions (such as hit-points) overrule what’s actually happening to your characters! If you’re a regular human holding a live grenade when it detonates, it’s pretty safe to assume a max-damage critical hit to the hand in question rather than rolling damage. If a PC is hit by an explosive projectile but the hit location is a limb, assume the explosion spreads beyond that limb even if the rules don’t explicitly state it. If a PC is falling from orbit at terminal velocity, maybe it’s not authentic to break out the “make a dexterity save to roll when you land and take half damage” clause from the corebook… or if you’re playing with superhuman PCs, maybe that’s just a regular tuesday. I don’t know what campaign you’re playing.

Apply this principle to things other than just damage. Don’t add a ‘dodge’ bonus to armour class on a character that’s unconscious, for example. Don’t have enemies roll to hit at -4 because of ‘partial cover’ if the enemy is behind the PC or tall enough to just shoot directly over it! Don’t let an untrained animal companion make a medicine check to heal a party member, even if there ain’t no rule saying that direwolves can’t use scalpels!


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