Can your game of choice tell this story?

SavageCole

Punk Rock Warlord
You’ve seen Bladerunner and this classic scene with Deckard and Pris? How would your game of choice describe this scene mechanically?


Let’s see who will play.
 
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Retreater

Legend
I guess my game of choice would be D&D (or some derivative). I don't think it is especially great at cinematic action scenes, since it gets way too bogged down in action economy, turn structure, etc.
If I were going to run a Blade Runner-esque game, I'd probably go with Savage Worlds. The Initiative Card mechanic keeps turning the tables on who goes first, Bennies can turn what is a lethal strike into a glancing wound, switching from a combat scene to a tense chase subsystem is easy, and everything from guns, martial arts, cybernetics, etc., can be put into SWADE.
But if I were running a standard fantasy exploration adventure, I would use good ol' D&D.
 

ccs

41st lv DM
Sure. Some sort of D&D/PF1.
Pre-combat rounds = 2?
Search/perception type check(s) - Deckard
Maybe some sort of stealth/deception check - Paris
Deckard fails his check
___
R1
Paris catches Deckard by surprise striking 1st & knocking him back.
Deckard takes some damage & fails a check, falling prone.
___
R2
Initiative is tied - Deckard rises, Paris grapples him.
Deckard takes some damage(?)
___
R3
Deckard wins initiative, fails to break grapple.
Deckard takes more damage & is stunned for a round or so.
___
R4
Paris moves away to set up killing charge.
*Deckard wins initiative, holds/readies action until Paris is close.
Paris charges.
*Deckard rolls away/5ft steps firing at point blank. Scores a crit knocking Paris to 0hp.
Paris fails charge & falls prone.
___
R5
Paris wins initiative - makes a death save (doesn't look like it was even close to successful)
Deckard finishes Paris off.

*Hold vs Ready & wether or not you can include a step with your attack depends upon your DM/edition/feats involved.

This would not play out in the 2:42 runtime of the clip. Or as smoothly.
It's 30 seconds of modern D&D action combat wise. Plus a round or two of Deckard looking around.
Two rounds of searching + 5 rounds with dice rolling, description, etc will likely take longer than the clip. The main culprit here is that here in the games we have to describe what Scott could simply show on screen.
 

Ath-kethin

Elder Thing
What @ccs said.

The elegance of the game is in how you describe the results of the die rolls. PC describes what want they want to do/DM determines difficulty/PC rolls dice/DM describes the outcome.

It works fine.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
HERO wouldn’t have a problem with it. It’s a couple rounds of some pretty straightforward HTH combat with some gunplay.

The campaign would likely be Heroic level, with a limitation of “Normal human characteristic maximums”. Replicants would, of course, be engineered to exceed those maximums (by spending extra build points).
 

Ovinomancer

No flips for you!
Easy-peasy using Forged in the Dark.

Scene: PC Deckard, searching for replicants, has entered the toymaker's apartment. The scene is chaotic, with all manner of pseudo-replicant toys moving and chattering in a cacophony of sound and motion.

Deckard: I'm going to Survey the room to make sure no replicants are hiding in this mess.

GM: Sure, it's a Risky Position, as there's possible danger here, and will have normal Effect. [Position is the GM's call, and sets the level of risk for failures or consequences. Effect is also the GM's call, and is the balance for the action taken against the fiction -- hitting a wall with your fist to break it down would have No Effect, for instance, unless you have something else to bring to play]

Deckard: (rolls) Um, my highest is a 5.

GM: Okay, that's success with complication. You slowly move through the room, and your attention is caught by a fully human-shaped figure. It's definitely a replicant of some kind, but it might be a toy or lower model instead of the ones you're seeking. Right now, though, it's not moving at all, appearing as if deactivated or broken in some way, and covered in a sheer dustcover. [Success here is finding something that fits the goal of finding a replicant, the complication being that it appears like it might be not a replicant you wanted (put the goal at risk).]

Deckard: Huh, I don't really trust it, it might be faking. I'm going to carefully pull off the dustcover and check it, keeping my pistol at the ready.

GM: okay, what's the Action here?

Deckard: Um, I guess I'll use Study, even through I'm not great at it? [In Blades, the Action is always the player's choice -- they get to decide how a thing happens but the dice decide if it succeeds or not.]

GM: Your call. The position is still Risky, Effect is normal. Roll it.

Deckard: Ugh, a 2. [In Blades, you roll a pool of d6's according to your Action rating (and a few other things) and take the highest result. 1-3 fails, 4-5 is a success with complication or cost, 6 is a full success. A success always moves toward the player's stated intent.]

GM: That's a failure. You pull off the dustcover and study the replicant, but it doesn't move. Just as you start to relax a bit, though, it suddenly locks eyes with you and a brutal kick sends you flying through the air to land on you back, your pistol skittering off somewhere as it's knocked from your grip. The replicant stands and begins cartwheeling towards you, what do you do?! [Here, the failure is represented by thinking this doll wasn't a threat but it actually being one and so the PC is caught offguard. The GM has latitude to narrate PC actions on a failure.]

Deckard: Crud! Okay, I'm going to look for my gun and hope it didn't go too far away. I'm going to use another Survey action.

GM: Okay, it's going to be Desperate, though, as the replicant is bearing down on you rapidly, and with limited Effect due to the fact you're prone and in immediate danger and locating your firearm isn't addressing that directly. Still want to? [Desperate position means that consequences can be dire. Limited effect means that the PC will move towards the goal, but not achieve it in this action.]

Deckard: I think hand to hand is going to be a worse outcome for me, so yeah, I'll do it. I've got a pretty good survey, so if that's successful I'll Push for greater effect. (rolls) Curse the luck! Highest is a 3. [PC can Push, either for an extra die on the roll or to improve the Effect of a roll, but not both, at the cost of 2 Stress. Stress is a limited pool that's used by the PC to offset consequences or improve outcomes. Running out of Stress removes the PC from the scene and earns the PC a Trauma.]

GM: Ooh, not good. You get to your hands and knees and see your pistol just out of reach, but before you can even move towards it, the replicant ends her gymnastic rush with a leap that has her lands across your shoulders, head trapped between vicelike thighs. She slowly forces you to turn so you're looking up at her, and brings both fists down in a savage blow that causes a level 3 harm -- severe concussion -- and leaves you dazed on the floor. She backs up to start another run at you, likely your last. [Harm is a possible consequence in Blades. It's a directly applied wound or condition based on the Position. Here, the Position was Desperate, so the Harm can be up to level 3. Level 3 Harms are incapacitating, at least immediately. If a PC ever suffers 2 Level 3 harms, they die.]

Deckard: Man! Okay, I'm going to Resist that Harm with Prowess. (rolls) I got a 4, so that'll cost me 2 Stress. [Resisting is a tool the PCs have to reduce the effect of a consequence. The failure still happens -- Resisting cannot remove the failure -- but the consequence is reduced. This costs 6 stress minus the highest roll on the Resist check.]

GM: Okay, you lucked out and this replicant isn't a combat model so the blow didn't land as well as it should have, and leaves you with a level 2 concussion instead. You're still on the floor and she's still starting her second run, but you won't need to push to act now. What are you going to do? [On a Resist, the GM is required to reduce the consequence, but there's leeway here. Usually, with a Harm, the level is reduced by 1, although this isn't a hard and fast rule. The goal is to stick to the fiction -- here Deckard was struck powerfully in a compromised situation, so more reduction doesn't follow the fiction.]

Deckard: I'm going to roll for my gun and shoot her! Should I use Hunt or Skirmish -- I'd rather use Hunt as I have more there.

GM: Up to you, either would work here. Either way, it's a Desperate situation, normally with normal Effect, but because of your concussion that's going to be reduced to limited.

Deckard: Hunt it is, then, I'll have to Push for Effect. (rolls) I got a 6! Woot! Hey, I got two 6's, doesn't that do something?

GM: Yup, that's a critical success, it automatically bumps up the Effect of your action, so that'll be normal effect. You --

Deckard: -- wait, can I still Push for more Effect, take that to great Effect?

GM: -- sure, 2 more Stress for the Push, and probably a good call. You roll for the pistol, bringing it up and firing at the middle of the three blurry shapes tumbling towards you. You catch it dead square center mass, blowing the replicant out of the air. She lands and begins wildly drumming her limbs around and screaming, loud but out of the action.

Deckard: Wow, close one. I'll get up and shoot her until she stops moving. Best to make sure.

GM: Okay, you do. It takes a few more shots, but this replicant is retired. What do you do next, there's still at least one more replicant running around?
 

SavageCole

Punk Rock Warlord
HERO wouldn’t have a problem with it. It’s a couple rounds of some pretty straightforward HTH combat with some gunplay.

The campaign would likely be Heroic level, with a limitation of “Normal human characteristic maximums”. Replicants would, of course, be engineered to exceed those maximums (by spending extra build points).

How would HERO tell the finer points about the knockmbacks, the stun, which specific skill checks? I'd love to see someone right it up as an example in play of the HERO system.
 

SavageCole

Punk Rock Warlord
This is exactly the sort of post I was hoping to see. For the actual effects of the kick, like Pris's kick knocking Deckard back and down, is that all pure descriptive narrative in Blades, or is there a specific mechanic that supports it?
 

Nytmare

David Jose
You’ve seen Bladerunner and this classic scene with Deckard and Paris? How would your game of choice describe this scene mechanically?

[EDITS IN PURPLE TO BETTER EXPLAIN SOME BITS]

[Damn @Ovinomancer I really like this look]


Torchbearer is my game at hand.

The GM describes the room and how everything is just a confusing menagerie of dolls and toys marching around and making noise.

The player describes their character searching cautiously around the room with their gun drawn, looking in the closet and through the sea of toys.

The GM decides that the player's description denotes a Scout test [vs Pris' Nature]. They look at Pris' writeup and notes that her Nature descriptors are Dancing, Charming, and Accommodating. Pretending to be a doll to ambush someone doesn't really feel like it fits in to any of those descriptors, so they decide that her attempt is going to made at half her Nature, or 3 dice. [If an NPC exists as anything more than a name and description in Torchbearer, the core of the character will be a single stat, Nature, and three descriptors describing said Nature.]

The player is rolling 4 dice! Their Scout is 3, their description denoted that they were cautious so they say that they're using their Cautious trait for another die. [Traits are parts of the character that a player can call on for bonus OR penalty dice. Bonus dice help you accomplish the task at hand. Penalty dice help you rack up a resource called Checks that you can use while resting to do things like heal up.] There are no party members to help them (big mistake) and the player said that they had their gun drawn, but that that doesn't grant any additional dice towards "looking around". [Aside from your skill, pretty much everything that could use help or hinder you either adds or subtracts a die.]

They roll. The GM rolls 2, 4, 4 and has two successes (a 4, 5, or 6 on a D6) The player rolls 1, 2, 3, 5 and has only 1 success.

This is a loss for the character, so the GM has two options. They can either declare that the character succeeds but gains a Condition (a binary hitpoint of sorts that denotes a penalty), or they can introduce a Twist (a new story element that causes new problems for the character).

The GM decides to introduce a twist. They describe how Deckard is prowling around the room, searching through the toys, and how he spots a life sized porcelain doll wrapped in a wedding veil. He's suspicious, but unsure of himself. He pulls the veil off over her face, gun drawn, but still not certain that what he's looking at isn't just a overgrown toy. It attacks, knocking him forcefully out of the room, leaving his gun spinning on the floor where he dropped it and the GM initiates a kill conflict.

[There are three ways to resolve problems in Torchbearer. If the GM thinks your idea is really clever, they tell you that it's a Good Idea, and it just happens without taking a turn, or you having to roll a die. If the GM thinks the possibility of you failing a task might introduce something interesting, they tell you to make a Test, a single die roll that eats up precious resources and might lead to failure. If the GM thinks that the problem is REALLY interesting and might involve lots of different skills to try and solve, say that your action triggers a Conflict, a mini-game series of tests that tells a story.]

The player and GM each figure out how many hitpoints they have for this conflict. Pris' character writeup notes that her Dancing Nature comes into play for Kill and Drive Off conflicts cause she has some kind of crazy, acrobatic, fighting style. Her hitpoints for the conflict are set at 6. The player does not have a static disposition and instead rolls their Fighter skill and a die for everyone helping, counts the successes and then adds their Health. They're rolling 4 dice and roll 0 successes but then add their static Health of 5. [Hitpoints in Torchbearer are even further removed from the idea of damage, depending on what kind of Conflict you're involved in. In a fight to the death, they might represent your stamina; in an argument they might represent your cool and resolve; if you're trying to give a speech they represent how much control you have over your audience's attention.]

The player and GM then each state what weapon they're using for the round and then play three face down cards. The GM states that Pris will be using her bare hands, but that her writeup says that she can do that without an unarmed penalty. Deckard is not as lucky and will be suffering -1D on every roll till he can get his hands on a weapon. [There are four possible broad Actions that you can take to try and describe what you're doing during a conflict: Attack, Defend, Feint, Maneuver. Depending on the type of conflict they can mean different things. In a fight, they are what they say on the tin. In a journey, an Attack might describe the group marching, trying to eat up miles between point A and point B. Defend might describe the group resting and breaking for camp.]

The GM and player then each flip over opposing pairs of face down cards and narrates what happens during the round.

The first pair is Defend vs Feint. The player doesn't even get an action and just falls prey to Pris' 6D Attack. She locks his head between her legs and rains a series of blows down on Deckard dealing 3 points of damage. Deckard only has 2 HPs left!

The second pair is Maneuver vs Maneuver. Both participants roll and describe an action based off the total number of successes they have. The GM gets 3 successes which translates into a -1D to their opponent's next action, and a +2D to their own next action. The player gets 5 successes (-1 cause they're unarmed), which they can use to rearm themselves! Pris theatrically hammers on Deckard's head, stuffs her fingers up his nose to weird him out (-1D), and then nonchalantly wanders across the room to line up for a super ninja flip attack (+2D). Deckard meanwhile scrambles across the floor on his hands and knees and grabs for his dropped PKD.

The third pair of cards are flipped and they're Attack vs Attack. Deckard, now rearmed will be rolling their Fighter skill plus the 2D granted by their weapon, but subtracting the -1D Pris gave them: 5 dice. Pris, flipping in from the other room will be rolling her Nature of 6 plus the additional 2 dice she got from the previous round's Maneuver: 8 dice. Things look dire for Deckard, so his player decides to "channel his Nature" spending one of Deckard's earned experience points to add his Nature of 4 as dice to his roll. Deckard is now rolling 9 dice. [Experience points, once earned, sit around on the character sheet until spent on special abilities. Once SPENT, they count towards the character levelling up]

Pris somehow manages to whiff on every single die, and gets nothing above a 3; but she still has 6 HPs left, and Deckard hasn't even touched her yet. The player rolls for Deckard and gets 1, 1, 1, 2, 3, 4, 5, 6, 6. Only four successes, but the player still has tricks up their sleeve! They can spend another one of their earned experience points and explode their 6s, rolling them again and adding to the overall pool! They roll and get two 4s, for a total of 6 successes, killing Pris mid flip and reducing her to a kicking tantrum in the corner.

The conflict is over, but compromises must be made. Pris is dead, there's no escaping that, but Deckard lost almost all his HPs which results in a major compromise. The player and GM agree that Deckard gaining the Injured condition is a good compromise, and the game moves on.
 
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Ovinomancer

No flips for you!
This is exactly the sort of post I was hoping to see. For the actual effects of the kick, like Pris's kick knocking Deckard back and down, is that all pure descriptive narrative in Blades, or is there a specific mechanic that supports it?
It's narrative. The GM is free to narrate consequences however they want, within the confines of the roll and the established Position (and, of course, genre expectations and preceding fiction). Here, the position was Risky, which means that consequences are likely bad but not catastrophic. The mechanical effect of the failure was a loss of position -- Risky was moved to Desperate in following actions -- and a loss of capability -- temporarily losing the pistol. Honestly, one or the other would have been sufficient, and both aren't stretching the system. The effect is really that the PC is now in a really bad spot, but can react to that.
 

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