More on Combat as Chess
I think I have more to say on the idea of combat as chess. I brought it up in this post, but it was one example of the potential detail of a fictional world (a theme I would like to revisit, at some point). But I want to expand on the idea, and why to do it.
What is combat as chess? It's combat where you can make informed,
player skill-based decisions in combat. That means the players know
everything they need to make a plan: how far away are the enemies? How
many? What are their strengths and weaknesses? The players have the
opportunity to brainstorm and attempt a plan entirely of their
choosing.
It necessitates an open-information policy by the referee. You can't know if it's worth getting hit if you don't know how hard the enemy hits. Suspense is nice in a game, but if your character's life is on the line, making an informed decision can save you the pain of rolling a new one. The goal here is cost-benefit analysis: How can I make an optimal decision, given that I can do anything?
It needs flexibility for rulings. Don't put forward a list of actions
for the players to choose from; instead, allow them to be creative with
their items and surroundings. Give them avenues in all directions. The
goal should be tactical inspiration. (Chess does not adhere strictly to
this, but allows a lot of flexibility by offering many tools for the
job: any piece can put an opponent in check).
It also needs clarity and adherence on in-world logic. Not reliance
on tropes, but understanding the implicit mechanics. Water puts out
fire, but not a dragon's breath in your face. The obvious thing happens.
Refs undermine players' plans when they subvert the actions by the
world. Some might call this railroading, I simply call it not fun.
Procedures and rules can enforce this, but it's faster and more flexible
for the players to think for yourself.
Why do combat as chess? It's fun, in a critical thinking way. Don't think chess or sudoku, think of a riddle or an improv game. How do I build upon a situation to achieve my goal? I know the parameters, let me manipulate the elements in an unpredictable and novel way. The autonomy given is unbeatable.
What do I need to do to prepare? Prepare an enemy that's interesting.
An easily described ability or defense. Big, but with a blindspot.
Scrawny, but has a flamethrower. The number of possibilities there,
times the possibilities of the players, grows so quickly. Think
realistically of how the enemy could beat them, given that the world
works consistently.
The outcome of combat will surprise everyone. That is fun. It's
competitively collaborative: Yes, you hit me, and... Anything can
happen. It's like watching a new movie, every time you play. And you
can't look up the plot on Wikipedia.
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