Mustrum_Ridcully
Legend
I posted an idea on my blog on how to create an abstraction for movement and positions to eliminate the emphasis on the board and still use all the game rules. Of course, you exchange the board for some extra book-keeping, but in some situations (like play-by-post) it's easy to keep notes, but hard to use a board. In others, the board is still inferior to what is "simulated" - aerial, space combat and under-water combat all require 3D movement, and any board-focused rules hurt the "realismn" or believability of the system. So it might be easier to use an even broader abstraction.
Here are some excerpts, see the full details in the blog post linked above.
So, what are your thoughts?
Here are some excerpts, see the full details in the blog post linked above.
Blog said:Encounter Zones consist of several encounter components or hot spots, as I like to call them.
Hot Spots are firstly defined by their relation. You have to define which hot spots are “close” to each other. You could have a “choke point” hot spot, describing a door and two adjacent rooms, and the choke point would be connecting the two rooms.
Each such hot spots also has certain features, like traps or difficult terrain.
A hot spot has a size score. A size score determines how much movement is effectively required to leave the spot, and several other factors.
Each character is assigned a position score. A characters position score can be negative or positive, but the maximum absolute value (e.g. the value without the minus (-) or plus (+) sign) cannot exceed the size score of the hot spot.
Furthermore, each character has a list of other characters he is currently engaged in melee with.
A character may use each square of movement to change his movement score by one. A character with a negative movement score is assumed to be in a suboptimal position.
Pushing a target means that you can increase the position score difference between you and your target, Pulling means you can reduce the score, and sliding allows either.
Blog said:EXAMPLE Encounter Zone
This encounter zone consists of three rooms, two smaller (A & B) ones adjoining a larger. Each room is described as its own hot spot. (C) There is a secret passageway between the two smaller ones. The larger room has a pit trap and several barricades before it, and is connected to the smaller rooms via two large archways.
The entrance for the PCs is from one of the smaller rooms and contains a table and 4 chairs. The other small room is full of rubble.
Room A (Size Score 6) (Fire Zone: With cover into Room C, with improved cover into Room A. Secret Door to B is opened.)
Positioning Score -6: Exit to Room C (Arrival Score: -6)
Positioning Score 4+: Take cover behind table.
Positioning Score 3+: Use chairs as improvised weapons.
Positioning Score +6: Exit to Room B (Arrival Score: 0)
Room B (Size Score 6) (Fire Zone: With cover into Room C, with improved cover into Room B if Secret Door to A is opened.)
Positioning Score 1 or less: Difficult Terrain
Positioning Score 0: Secret Door (Perception Check) Exit to Room B (Arrival Score: 6)
Positioning Score 6: Exit to Room C (Arrival Score -2)
Room C (Size Score 12) (Fire Zone: With cover into Room A and B, and without penalty into the pit trap)
Positioning Score -12: Special – Change Positioning Score to +0)
Positioning Score -8 tp -11: Fall into Pit Trap (Attack vs Reflex, Falling Damage and knocked prone. Automatic exit to Pit Trap (Positioning Score -2)
Positioning Score -6: Exit to Room A (Arrival Score -6)
Positioning Score -3 or less: Difficult Terrain
Positioning Score -2: Exit to Room B (Arrival Score 6)
Positioning Score 2+: Cover
Positioning Score 8+: Total Cover
Pit Trap (Size Score 2) (Fire Zone: None)
-2: Exit to Room C (Positioning Score -7). Requires Climb Check.
2: Exit to Room C (Positioning Score -12). Requires Climb Check.
This example is not perfect – it might be nicer to split Room C in more hot spots – the pit trap surrounding, the pit-trap, the rubble near room B, and finally the “safe” zone behind the pit trap.
Both the system and the example are mere sketches, and further refinement might be required.
Blog said:Space Combat might require more fluent "hot spots" - basically define general areas where "stuff happens". In Battlestar Galactica (think of the first regular series episode - 33), one hot spot might be rag tag fleet, one would be galactica and its flak screen, another the dog-fight area, and a further the cylon basestars.
To get from basestar to rag tag fleet (the goal of the cylons), you had to move through the dog-fight, and pass galactica and her flak screen.
So, what are your thoughts?


