Role for Initiative!

David “noisms” McGrogan has an interesting post on his Monsters and Manuals blog on initiative and some ways you might simulate it in RPGs. After some discussion of what initiative is and some examples from history, he proposes something along these lines:

Initiative
When one side is surprised and the other is not, the side that is not surprised has initiative for the entire encounter.
Otherwise, roll a d6 to determine which side has initiative for the entire encounter.
A side which “has initiative” acts first.
A side which does not have initiative can attempt to “wrest” it from the other. The method for doing so is as follows:
The player (or DM if acting for NPCs) announces his character is attempting to wrest the initiative by either carrying out an attack or – at the DM’s discretion – performing a difficult task. He declares his intended action in the ordinary way at the start of the round. If he succeeds in hitting his target or performing the declared task, he wrests initiative and his side has initiative from the next round onwards. If he fails, in the next round he cannot act at all because of loss of focus.

So, it’s not a bad way to simulate the flow of initiative in battle at all…but I think simulating initiative in battle is like simulating solving a puzzle.  Yes, you could absolutely give them a roll against a stat or skill to see if they solve the puzzle, and that would kind of feel like what happens when somebody solves a puzzle… except it takes the fun out of it.

Backtracking a bit to the start of his post describing initiative: “Suddenly, it seems as though one side gains the capacity to act, while the other can only react.”  That’s exactly it: initiative belongs to the side that’s taking actions which the opponent must react to, or suffer the consequences.  So the real way to seize initiative is not to declare “Attempting to seize initiative” but to come up with (or luck into) a course of action that leaves the enemy no real choice but try and stop it.   Attempt to flank them, cut off their retreat, disrupt their supply lines, target their leaders or their sacred banners, stampede their draft animals, free the prisoners, force them to react.

The real job of the DM in this isn’t to decide whether the task is difficult enough to justify changing the initiative, but to play the enemy side as something other than a bunch of automatons going about their programmed tasks.  Actually try to weigh how much trouble it would be for them if the PC’s ploy succeeds and what would they risk to head it off.   Think about the ways they might try to seize the initiative from the PCs along the same lines, modified by how savvy they ought to be at warfare.  Make the players come up with tactics and strategies to seize the initiative and hold on to it. You don’t even need to declare which side “officially” has the initiative: it becomes evident through play which side is acting and which is reacting.  The side that’s going first according to the standard “Initiative” roll might still be stuck reacting if they’re busy preventing a flanking maneuver or stabilizing somebody who got hurt from a previous round.

Standard D&D has a few mechanics to help with this,  primarily morale and the list of things that automatically cause morale checks (first friendly death, leader death, more than half the forces now dead or disabled).  Failing a morale check should definitely cost you the initiative… and don’t forget to check the morale of the PC’s hirelings and retainers.  Actually tracking ammunition and expendables like light sources (or faking it with “exhaustion rolls”) contributes as well: if the archers are running low on arrows or the spell-casters on spells… Gaining surprise or going first certainly gives that side first crack at putting their opponents on their back foot, but such opportunities are easily squandered.  A few bad/good rolls and suddenly a morale-check condition is met or they just get too busy not losing to spare actions that put the enemy in a bind.

Now, I realize that there may be times, particularly to the observer, when it’s not at all clear what exactly is causing the enemy to act as if they were stuck in reaction mode, some of it may be psychological more than practical after all. It might be tempting to go with formalized initiative rules to try to capture that… but I feel that most of the time the best way to simulate psychological factors is with real people’s psychology.  Let the players decide whether they need to react to the latest enemy actions or they can drive forward their own plans; as DM decide the same way, unless you think you’ll have trouble being fair given how much better view of the state of the battle you’d have versus the commanders you’re controlling.  Then maybe you could throw in an informal morale roll or int check or something, but I’d resist the urge to create a hard-and-fast rule.

So that’s my take on initiative: play as if it mattered, but don’t try to formalize it into a set of rules. IOW: Role and not Roll. There’s a lot in gaming that I think works best that way.

http://www.armorclass10.com/products/keep-calm-and-roll-initiative

OSR Guide for the Perplexed: My Take

OSR Guide For The Perplexed Questionnaire

  1. One article or blog entry that exemplifies the best of the Old School Renaissance for me:
    All Hail Max!
  2. My favorite piece of OSR wisdom/advice/snark:
    Stop looking at your character sheet for answers.
  3. Best OSR module/supplement:
    The Dungeon Alphabet This is a really  hard choice, because there are so many amazing supplements like Vornheim, A Red and Pleasant Land, Yoon-Suin, The Umerican Survival Guide, Sailors on the Starless Sea, Death Slaves of Eternity, and on and on.  But the thing I actually get the most practical use out of is either The Dungeon Alphabet or one of Richard Leblanc’s d30 companions, and in all honesty  I think about using the latter more than I actually do consult them.
  4. My favorite house rule (by someone else):
    Death and Dismemberment tables by Trollsmyth.  I know a lot of folks go for Shields must be splintered! (also Trollsmyth), and it has its merits, but I use Death and Dismemberment or a variation for every non-DCC D&D-like game I run. To me the former solves more problems with D&D combat than the latter. They both make combat a little less lethal, which is fine, but death and dismemberment also addresses the somewhat bloodless abstraction and the lack of long-term effects, while splintering only solves the somewhat esoteric complaint that shields aren’t as useful in D&D as they seemed to be historically. That said, any good critical hit table (not boring stuff like double damage) like Arduin or DCC have accomplishes pretty much the same as Death and, while good reasons for shields are harder to squeeze in without making big changes to how combat works.
  5. How I found out about the OSR:
    Through Jeff’s Gameblog, and specifically his post “I’ve got your threefold model right here, buddy!”  really resonated with me and led me to his other posts, and Gary Gygax day led me to wanting to run a straight up game of D&D in his honor.  That didn’t go very well, actually, because over the years I’d lost a lot of my chops as an old-school Referee, relying way too heavily on mechanics and rules-as-written, which led me to things like Philotomy’s musings and Grognardia to figure out why the lightning had seemed so easy to get in that damned bottle in 1975.
  6. My favorite OSR online resource/toy:
    Purple Sorceror, and the wonderful generators, plus the Crawler’s Companion app.  I probably would have read DCC and thought, well, that’s probably ok but it’s way too much work looking up stuff in tables if it weren’t for Jon Marr’s site.  Now that I’m steeped in it, I can easily make do without, but it lowered the bar to running DCC and running it well down to the floor.
  7. Best place to talk to other OSR gamers:
    G+ might still be it, for a while, though the ship is obviously sinking.  MeWe seems to be the place to jump to currently.  I don’t know of any forums that I think are worth the time to log into, but you can find a ton of blogs via The OSR OPML file at Save vs. Total Party Kill. It’s possible you can find stuff on reddit or tumblr that’s worthwhile, but I’ve not found the discussion to be very high quality on any topic I’ve pursued so far.
  8. Other places I might be found hanging out talking games:
    1. MeWe
    2. I’ve got strong reservations about Twitter, but I’ve dipped my toe back in as @Logomacy.
    3. Still on G+ as Joshua Macy for however long they keep it open
    4. I’m on Tumblr as Majyc, but honestly I almost never remember to even look over there.  It is set up to reblog Rambling Bumblers, though, so if you like Tumblr you can see this stuff there without having to mess with an RSS reader or anything.
  9. My awesome, pithy OSR take nobody appreciates enough:
    If only people had called it “Roll to Hurt” instead of Roll to Hit, it would have been completely obvious to everybody why heavier armor making the number you need to roll higher is a great abstraction.
  10. My favorite non-OSR RPG:
    Not counting my own stuff, I suppose D&D 5e.  I used to be quite fond of Savage Worlds, but lost my taste for it. The farther I get from “the rules should be the physics of the world” the less patience I have for systems that try to nail down not only all the details but how they mechanically interact.  To me the important kernel of Rulings not Rules or Rule Zero aren’t that the referee should just make up whatever whenever, but that as little effort as possible should be spent on nailing down bizarre edge cases.
  11. Why I like OSR stuff:
    The thing I like about the OSR is the DIYness of it all.  It’s baked into its very bones that in order to make it work, you have to make it your own.  Nobody could play white box D&D “rules as written”, there were just too many gaps; nobody could play without making up their own adventures, it was four years before TSR even published their first module.  Eventually there would be enough published stuff that you could play only official setting material, but despite playing RPGs for my practically my entire life it wasn’t until the past couple of years I even played a published D&D module (we did do one or two Call of Cthulhu scenarios back in the day, and that odd Judges Guild Traveller adventure aboard the abandoned alien base).  Now, when so much of the hobby is embracing “Adventure Paths” and other such prefab campaigns, it’s OSR folks that are carrying the flag for hacking up published material to make your own thing.  Even though there are plenty of OSR modules, most of them seem to me to be designed to drop into your own setting, or pulled apart for their components, and not presented as “Here’s a complete campaign for you to run, no imagination necessary!” Heck, the two best settings-in-a-book I know of for the OSR (Vornheim and Yoon-Suin) are both kits, not completely mapped out spaces or strung-together adventures.
  12. Two other cool OSR things you should know about that I haven’t named yet:
    1. Delta’s D&D Hotspot – a game blog about original edition D&D, that really tries to dig into the rules and figure out  how they work, how they compare to the real world (e.g. when it comes to the distance or accuracy of archery fire) or sometimes how they might have worked if Gary and Dave had been better at math (scale and time).  It might sound dry, particularly if you’re math-phobic, but it’s really not, and the result of it is probably my favorite restatement/clone of white box D&D: Original Edition Delta.
    2. Hack & Slash – Courtney Campbell’s blog.  Courtney is way more into nailing down and turning what happens in every aspect of an RPG into a mechanical procedure than I am, but even when I think he’s wrong, I think he’s wrong in interesting ways that are worth chewing over.  And sometimes he’s very right, and you can improve your game by adopting something he’s written.
  13. If I could read but one other RPG blog but my own it would be:
    TenFootPole – by Bryce Lynch
  14. A game thing I made that I like quite a lot is:
    Roll M – turn any web page into a click-to-roll random table with this handy Chrome extension.
  15. I’m currently running/playing:
    • Running Dungeon Crawl Classics every other Sunday, with  my  home group.
    • The other Sundays I’m playing a game set in the Warhammer 40K universe but using my Zap! rules that my friend Dan is GMing.
    • I’m also running DCC at work every Wednesday night
    • and playing in a 5e game every other Saturday, with the same coworkers
    • Every month or two I’m a player in a long-running AD&D game. It used to be almost every Friday, but has gotten less and less frequent now that the GM’s kids are grown up and have gone off to college…we mostly play when one or more is back in town for a weekend.
  16. I don’t care whether you use ascending or descending AC because:
    They’re mathematically equivalent, and I can show anybody how to convert them on the fly in about a minute:  Roll a d20 and beat AC, or roll a d20 and add AC and see if that beats 20.  Apply mods to the roll or to the target. It just doesn’t matter.
  17. The OSRest picture I could post on short notice:

    4Ob6nia
    image by Stefan Poag

 

featured image “Keep Calm and Roll Initiative” courtesy of Armor Class 10.

Once More Into The Breach!

Since G+ is closing up in about 10 months, people are thinking about paying more attention to blogs, and discussions are starting to migrate (or at least plan to migrate) to other venues.  Since I don’t do Twitter and Facebook, I’ve created an account on one of the other ones that seems to be gaining some traction: MeWe (link is to my profile).  I’m also on Discord as Mysterious J#0770.

From now on most of my non-project-specific RPG writing will move back here, instead of being posted on G+.