I am in awe of the evening's discussion

I was on blog duty on much the same topic, but on a more mundane level. As it's on topic:
A full range of RPG gameplay options can include stealth, investigation, mystery, construction, characterisation, planning, intrigue and all manner of on-going challenges, missions and quests. These options, (and the list is far from exhaustive), open up opportunities for a wide variety of open-ended tabletop roleplaying and design gaming. At the same time, sooner or later, even the most plot or challenge-focused adventures are likely to involve direct confrontation.
There are plenty of ways to roleplay conflict, but players and/ or plot will often call for raised shields and a handy longsword. The standard approach to varying RPG combat is through the many abilities of monsters, aliens and other lifeforms. However, the novelty wears off as soon as players become familiar with their own and most of the monsters’ abilities.
From there on it’s a pretty predictable business of matching players’ abilities to each monster’s weaknesses. Many RPGs end up trying to introduce greater excitement, if not variety, by making the player/ s and their opponents as closely matched as possible. This adds risk, but can make players feel they’re ‘under the cosh’. Which can bring with it the danger of being sucked into ‘rules courts’, as outcomes, (on many levels), may hang on interpreting a clause within the rule set.
Sure players want a sense of excitement and danger, but grinding away at ‘swingy’ combat after ‘swingy’ combat can get a bit wearing.
Adding a dramatic backdrop in terms of a combat’s place in the plot or novel circumstances offers a partial solution, as player characters’ motivations, (and meaningful ‘in-game’ consequences), can add tension and give a combat a wider resonance across the rest of the gameplay.
Fighting over different prizes, possessions and passions may vary the meaning of a combat within the game as a whole, but it seems necessary to go further to make the most of what combat can contribute to play. In particular, it seems worthwhile to go beyond the limits of static rules sets.
Rule sets usually take account of a selection of basic options, including fighting while wading, on horseback or in the dark. This can be extended in countless directions. For example fighting:
- at sea
- in a swamp
- on ice
- underwater
- amidst lava streams
- in a tar pit
- in quicksand
- in labyrinths
- in battle
- over bridges
- while becoming ill or poisoned
- in potentially explosive or destructive locations
These, and many more choices, can be varied again by deformation of the terrain and/ or events, i.e. conditions may deteriorate, (or emerge), as things ‘fall apart’. Modern and Sci Fi settings are all the better, with an endless array of readily available environmental hazards to choose from, ranging from planetary conditions to invasive nano-bots.
The choice of combat variants available to players is clearly far beyond knowing the difference between a Storm Giant and a Stone Giant. Except there’s a problem. How can even the largest rule sets provide combat mechanics for handling each and every possible situation. Fortunately, there appear to be a few possible approaches which might help:
- Consider what the existing rules have to offer and what might be added in terms of simple combat modifiers that don’t unbalance play.
- Extend the rules to provide fuller consideration of the situation and add tables to vary possible effects. Modifying magical or physical effects to suit the environment might well add authenticity.
- Take account of knock-on effects and on-going events, including deformation and the emergent properties of the situation.
- Populate the ‘combat zone’ with environmental combat options, e.g. items, physical features and other ‘solutions’, available to the observant and opportunist without highly specialised skills.
- Use combat choreography aka stunt fighting and freeform GMing to mediate new conditions as they emerge during play. This is a tiring option, but it does allow the rules to move with ‘the territory’ and fade seamlessly into the background. That can, in turn, bring the plot and players’ characterisation into the foreground.
Overall, combat can deliver some of the most exciting gameplay available in videogame RPGs, Tabletop RPGs and design games. There’s not that much a player can do about videogame combat. You get the combat and combat settings which come in the box. More opened-ended, imaginative tabletop games can do better, as GMs and players are able to vary, shape and remix the design and play of combat encounters to much greater imaginative effect.