d20 Adamant Entertainment Narrative Combat.pdf

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Written By: Shannon Kalvar
Art by: Rudolf Montemayor and Butch Mapa
(courtesy of LPJDesign, Inc.).
Other images courtesy of Jupiter Media Inc.
Cover: Illustration by Rudolf Montemayor
Digital Color and Design by G.M. Skarka
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Introduction
The second chapter, The Narrative Round , presents a new
combat system for d20. The combats follow the familiar round
structure but characters declare a stance rather than individual
actions. Each stance exerts an effect on the combat situation and
requires the character to succeed at one or more checks. These
effects may include damage, damage mitigation, movement
towards or away from a goal, or alteration of an encounter’s
stated agenda.
Welcome to Narrative Combat , a book in Adamant
Entertainment’s d20 MasterKit line. These products expand
standard d20 rules to cover exciting new adventure opportunities
ranging from chases to the fury of the open sea.
Why, then, did Adamant release Narrative Combat ? D20 is,
effectively, a tactical combat simulation with a thick gloss of
other things thrown over the top. Combat hardly represents an
“exciting new adventure opportunity” for the average player.
In fact, it features fairly regularly in even the least violent
campaigns. Characters in violent campaigns play out more
combat in an afternoon that most real world soldiers see in a
lifetime of service.
The third chapter, The Templates of Narrative Combat ,
provides the tools needed to design and manage encounters.
It begins with a discussion of the idea of templates and the
components used in them. The chapter then goes on to suggest
common values corresponding roughly with the d20 CR system.
It concludes with a discussion of template design methodology
and suggestions for avoiding common pitfalls.
However, for all its focus on tactical combat, the d20 rules
provide us with few ways to run combat involving goals more
complex than “beat down the other guy”. This gets fairly old
after the first few times the characters beat someone up and take
their stuff. So Game Masters invent their own rules in an attempt
to spice things up.
The fourth chapter, Example Encounter Templates , outlines
ten common templates ranging from tavern brawls and courtly
duels to holding the line against overwhelming forces and
the fox and rabbit ambush. Each template provides a map,
almost like a game board, the Game Master can use to run the
encounter. The entries provides both a template and narrative
descriptions showing how to customize the template without
changing the template structure. These descriptions also show
how description, interaction, and game elements work together to
create a more interesting encounter.
Regardless of whether these rules work or not the players and
Game Master still wrestle with the detailed tactical combat
system cluttering d20 books. Concerns about scene pacing and
dramatic rhythm take a back seat to calculating exact damage
numbers and accounting for all of the tactical possibilities.
The fifth and sixth chapters translate standard d20 feats and
special abilities into the narrative combat system. The fifth
chapter provides a one to one translation of all d20 feats from d20
Modern. The sixth chapter provides the translation rules used
by the designer, so a Game Master can translate feats from any
existing d20 game.
This kind of play makes for a fun game when used in moderation.
However we also need a way to run all of the other kinds of
combat we would like to include in our games.
Thus was born Narrative Combat . Inside these pages you will
find a combat system designed to help spark narration rather than
record-keeping. It assumes character intent and skill matters
more than their position on the field of battle. It uses standard
d20 character information, but does so without getting bogged
down into intricate calculations. Most importantly it provides
a unified method for discussing and running everything from
simple brawls to tense combats on burning bridges or keep
sieges.
The book concludes with appendices containing charts, a grid
template you may print out for your own use, and a FAQ.
The Power of Narrative Combat
In fiction combat serves to highlight and resolve conflict. The
scene shows us something important about the world, the
characters, and their relationships with one another. Combat also
acts as a symbol for danger, sharpening the tension in a scene by
giving us a visceral sense the characters might “die”.
Book Structure
Narrative Combat contains five chapters. Each chapter covers
a separate part of the narrative combat concept, starting with the
core ideas and working back into d20 rules and numbers. By
applying the chapters successively the Game Master can modify
his game a as he sees fit.
In a RPG combat occurs so often it blends into the background.
The scene tells us little about the characters or the world. Instead
it serves as a way to work with numbers and explore various
tactical options. We play a game of combat in which random
chance, character building choices, and tactical savvy stand
dominant over “narrative concerns”.
The first chapter, Overview of Narrative Combat , defines terms
and outlines the concept of goal oriented combats. It suggests not
all combats need to begin with a surprise round and end when the
opponents fall to the floor bereft of hit points. Indeed, opponents
might not even have the same attributes as characters, acting
as part of the overall game environment rather than individual
creatures. It also suggests some alternative goals.
With the narrative combat system we try to combine narrative
flow and the game elements of RPG combat. The players make
meaningful choices and face obstacles worthy of heroes in the
pursuit of goals that mean something. Meanwhile, the game
elements provide both play options and the dramatic tension
associated with the possibility of failure.
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Chapter I– Overview of Narrative Combat
B aldric the Bold braced his blazing blade behind a black
buckler. Below behemoths bound by blasphemous
oaths tore into the wall’s foundations. Blood-red fire
fell from above, tossed down by flying creatures with
bat wings and cruel faces. The flames caught on stone and skin,
illuminating both the wall’s defenders and the waves of orcs
amassing for a final assault.
“Damn” muttered Kevin. “How many of those things are there,
anyway?”
“It looks like forty demons of various sorts, plus another 1000
orcs.” The Game Master gazed glumly at the large map.
“Keeping track of the flyers is going to hurt. Good thing I got
these flying minis.”
David, Baldric’s player, shook his head.
“This is going to take all night!”
-----
The purple prose above suggests a situation many groups would
like to play out in the course of a game: the desperate defense of a
stronghold against overwhelming odds. Unfortunately the highly
tuned small group tactical combat game included with standard
d20 tends to bog down when running something involving that
many separate moving objects.
In fact, the rules as written do little to help us play though many
kinds of combats. They work decently for duels and very well
for detailed small group fights in relatively confined spaces.
However, they break down when events occur within the combat
space or when the parameters of the scene call for some game
elements outside of affecting the opposing targets.
writing. Everything from advanced classes to entire games
revolves around subtle alterations to its complex rules.
Supplements that close down options gain the moniker
“simplified” while those expanding options become “additions”.
Addressing this limitation requires us to first assess the existing
combat system to understand its strengths and weaknesses. We
can then, using the same methods, sketch the outlines of a system
that would better serve some (but not all) needs.
In reality all of these supplements embrace the standard d20
combat model. Character intent takes a back seat to player
action. Players who know and can manipulate the rules well do
better than those who understand what must be done in a story
sense. This tactical focus forces the Game Master to resolve
most or all combats in the same fashion, never varying the level
of attention or detail given to a particular scene.
Standard Combat vs. Narrative Combat
On several occasions above we reference “standard” and
“narrative” combat. What do these terms mean and what does
that definition tell us about the games we play?
Standard Combat
What we refer to as “standard” combat in d20 involves the
initiation, assessment, and resolution of discrete actions. Each
character moves, performs actions, and assesses impacts within a
set time frame. This combat evolved from war games and does
an excellent job of challenging the players’ tactical skills. It also
pits the players against the Game Master in a battle of wits; if the
players win the scenario advances and if the Game Master wins
the game ends.
In this game the primary actor is the character and his primary
output is a discrete action targeting another character. This
action theoretically represents (in a narrative sense) a sequence of
actions. However, the structure of the game makes it difficult to
bring this conception to play. Each action either must overcome
a threshold (AC/DV) or establishes a threshold (Save or Skill
check DC) for the target’s reaction.
The game actors relate to one another in both distance and time.
In order to manage distance the game relies on a map structure.
The standard combat game takes up a huge portion of d20
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This map may or may not be interactive; that is it may or may not
contain obstacles, objects to manipulate, or timed events. Each
character has one opportunity to declare his action and must do so
in a sequence. This sequencing serves to ensure each character
gets to act and gives advantages to acting both before and after
others.
He and the players also use all of the information provided to
describe the action taking place, creating a “narrative” event.
This system gives the Game Master other advantages. Rather
than individually manipulating each opponent he can simply
establish appropriate thresholds of damage, defense, and skill use
to simulate the encounter difficulty he desires. This flexibility
also allows him to establish objectives for the encounter beyond
the simple tactical goals ordinarily associated with standard d20
combat. Time thresholds, common since the first days of RPGs,
represent the simplest of these innovations. Layered skill races,
complex control and manipulations tasks, and even more become
possible with just a little more work.
The focus on individual actions and their effects gives each
character’s activity considerable impact. Players must make
highly tactical decisions about target selection, action sequence,
and action type. They work together to produce an effective
detailed plan of action on a round by round basis. Since actions
exert their effect immediately upon action completion the
situation “in combat” changes fairly rapidly.
Narrative Combat Structure
The game elements of narrative combat fall into two components.
The first, the narrative round, governs how the characters take
stances and the effects each stance produces. The second, the
encounter template, dictates what the characters must accomplish
and the time frame they have to accomplish it in.
All of this creates an interesting and intricate game. However,
it also forces all combats to run with the same, deliberate pace.
Being character focused, it also tends to shift the focus of
combats away from potential complicating environmental factors.
The character/action focus also places a considerable burden on
the Game Master. Each player runs one (or a small cluster) of
characters with a limited and well known set of options. The
Game Master runs multiple unique characters, often with unique
abilities and associated tactics. Since each character requires its
own, sometimes quite detailed, record keeping additional burdens
fall on those who run more than one character.
The narrative round is structured much like a standard d20
combat round. Characters roll initiative to determine declaration
order, with the highest going first and the rest following in
sequence. Each player declares his character’s stance and
the associated variables. Players can and should resolve their
variables, then wait for the Game Master to request the results. If
they succeeded in all objectives then the conflict ends; if not then
the next round begins.
Narrative Combat
What we refer to as “narrative” combat involves the declaration
of intent to achieve specific goals. The characters then resolve
their progress towards these goals by making appropriate
checks. The progress of all characters declaring a similar
intention amasses against pre-established thresholds within the
game environment. Triggered or timed events and the game
environment’s structure further modify this progress.
The encounter template establishes the characters’ objectives
for the conflict. A simple template might declare a threshold of
“deal 20 dice of damage” with an event “deal 5d6 damage to the
characters” occurring each round. This simple template would,
in fact, describe almost all d20 combats. An only slightly more
complex template might declare a two variable threshold “deal 20
dice of damage and each character must succeed at 4 Jump skill
checks (DC 20)”. This template might describe a combat against
a group of archers peppering the characters with arrows from
across a 10-feet wide chasm.
Characters declare their intention by selecting one of five
“stances” selected from a list of offensive, defensive, active,
supportive, and passive. When the character assumes a stance
he also specifies one or more variables that alter the stance’s
effect. The combination of the stance, the variables selection,
and the character’s own modifiers from feats and special abilities
becomes the narrative description of the character’s actions.
A template provides a generic description of an encounter just
as the stances outline the characters intentions in the scene. The
Game Master and players use both to describe the scene, creating
both game and narration at the same time.
The output of each stance contributes towards one or more
thresholds established in the game environment. The offensive
stance generates damage which deducts from opponent hit point
totals or amasses towards a damage threshold. The defensive
stance absorbs damage, slowing down the reduction in the
characters hit points or the accumulation of damage towards a
threshold. The active stance contributes skill successes to meet
thresholds keyed to skill use. The supportive stance provides
bonuses to the character actions or penalties to opposing
character actions. The passive stance allows the character to
build his strength, amassing bonuses for his next stance change.
At the end of the round the Game Master uses the stance outputs
to resolve success vs. failure towards the encounter’s goals.
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