I’m developing a solitaire D6 Space
gamebook, a programmed adventure in the spirit of the numerous solo
“tutorial” scenarios I’ve written over the years and have
enjoyed in other games. I’m having fun with it, incorporating
science fiction tropes I admire, going off to explore entertaining
tangents, offering a few seemingly outrageous options, and
(hopefully) providing an engaging adventure with plenty of meaningful
player choices. Along the way, however, I’ve discovered a
particular drawback to using OpenD6 in this programmed solo
gamebook format: the combat system isn’t really conducive to
providing players with an adversary’s stats and letting them
resolve the fight on their own...a staple of many gamebooks and
solitaire adventures. It’s not as much a factor in the scenario I’m
writing now – it’s not particularly combat-heavy, though it
contains a few fights at pivotal moments – but it’s given me
cause to think about and develop a better system for more
combat-oriented solo gamebooks using OpenD6.
D&D and Fighting Fantasy
gamebooks have a fairly self-contained, self-run combat system
between two adversaries, the player and a foe. Sure, the player is on
the honor system not to fudge rolls and to run the combat encounter
properly, but it means the gamebook writer doesn’t have to explain
and adjudicate every step in each round of combat. Fights in OpenD6,
however, employ more granular mechanics, more on par with the
intricacies of D&D, though at times seemingly more
involved. The process still entails lots of die-rolling and sum
comparison in an alternating fashion. The player makes the attack
roll against a difficulty rating and, if it hits, rolls damage, then
rolls the target’s Strength (plus any armor bonuses) and
compares the two to determine incremental wound results...which
further limit the foe’s abilities. Then the player carries out a
similar process on behalf of the adversary. Factoring in dodge
attempts, character points, and multiple actions in a round further
complicates the procedure both technically and morally: does the
player allow her foe to dodge, make multiple attacks, or use
character point to boost their score? (If one follows the Fighting
Fantasy model such options remain open only to players, who can
“test their luck” to increase damage to foes or reduce damage on
themselves...and I agree with giving players a more heroic
advantage.)
Right now in my current OpenD6 space
scenario I’m handling combat through numerous programmed entries (a
symptom of my having written numerous solitaire tutorial adventures
meant to teach rules and introduce setting elements). The initial
entry has the character making a combat roll, going to one entry if
it fails and another if it succeeds...where she rolls damage and
compares it to the Strength value I’ve assigned to the
adversary for this particular instance. Then the character may try
dodging the opponent’s attack, with failure inflicting some degree
of damage (with the requisite comparison of damage result to Strength
roll). Combat doesn’t last very long under these circumstances, in
part because I create characters that can hold their own against
goons in a fight and because I have only limited patience for
programming the various outcomes. The adventure itself has only a
handful of pivotal fights, with other momentary uses of force more
easily resolved (usually with hits knocking out an opponent and
misses leading to other consequences). Still, it’s not terribly
elegant or efficient, certainly not good mechanics for a more
combat-heavy scenario.
So I started considering how I could streamline
the OpenD6 system for a scenario with more combat encounters,
simplifying it while still incorporating the game’s core mechanics.
I wanted to keep the reference to skill, weapon damage, and Strength
die codes, but incorporate the simultaneous combat resolution I like
from the Fighting Fantasy gamebooks. In a combat round, the
player rolls their character’s combat skill dice and rolls the
adversary’s attack skill dice, too. The highest total wins the
round (with the player having the option to use up to three character
points to influence their total) and inflicts damage on the other
party. Rather than requiring an additional roll of weapon damage dice
compared to Strength dice (plus armor or cover, where
applicable), I have the die codes for each of those distilled to
basic numbers (dropping any +1 or +2 indicating “pips”). The
difference between the weapon die code number minus the Strength
die code represents the number of dice the target loses from
subsequent combat rolls, with a minimum of –1D in cases where the
difference favors the target. When damage reduces one combatant’s
skill to zero, the other one wins the fight.
Here’s an example. The character from my solo
space adventure, Vanno del Rask, is in a fistfight with an agent from
a crime syndicate who wants to eliminate him. Vanno’s brawling
skill is 5D and his Strength is 3D (used in this case for both
“weapon” damage and resisting damage). His opponent has a
brawling skill of 4D and a Strength of 3D. Neither one
has armor. Each round the player rolls 5D for her attack and 4D for
her opponent’s. The first round the results are 16 for Vanno and 10
for his foe, so Vanno hits; however, subtracting the die codes for
the target’s Strength from Vanno’s damage gives a result
of zero...so Vanno inflicts the minimum one point of damage, forcing
his opponent to attack at –1D on subsequent turns.
This system still allows for the use of character
points to boost a final combat skill roll and, for daring characters,
one can still use the hero point rules to double combat die codes
before rolling (though this, without multiple actions as in regular
games, might seem excessive). Although it distills the damage
mechanics to rely on die code values rather than random rolls, this
still takes into account weapon power and the target’s Strength
and armor.
This method also allows me to abbreviate an
adversary’s skill listing in the text to only those essential
stats. For instance, a Fighting Fantasy adversary’s stats
might look something like this:
MINOTAUR SKILL 9 STAMINA 9
An OpenD6
opponent’s stats, even in short “paragraph” stat format, would
include all relevant information, including skill die codes,
equipment (with damage die codes), and any character points. With the
very basic, simultaneous mechanics I have in mind, however, the stat
listing only provides the necessary information required for combat:
Minotaur: melee 5D
(damage 4D), Strength 4D (armor +1D).
The Fighting Fantasy books also allow –
when noted in the text – for characters to choose to retreat from a
combat encounter, though they take damage from their adversary’s
parting shot and may face other consequences. The streamlined OpenD6
combat might also benefit from giving characters this option; it’s
something I don’t mind incorporating since I’m not piling on
additional entries accounting for every variable in the normal combat
procedure.
The system can also handle other nuances related
to OpenD6. After a fight, if the character took any damage (no
matter how much), consider that character “wounded” with a –1D
penalty to all subsequent skill rolls (combat or otherwise) until
healed. One could even factor in combat against a group (either melee
or ranged combat); the adversaries still get one roll, but adding a
bonus of half the combat die code per additional participant (so a
group of four troopers with firearms skill of 4D would roll
4D+6...half the skill code of 4D, so +2, for each additional
trooper).
These combat mechanics do not take into account
situations where one side or the other has a “free shot”
advantage, such as surprise, ambush, sneaking, or other
circumstances...instances where, in the text of a programmed
adventure, I settle through basic skill rolls and options.
Granted, this kind of automated combat subroutine
works better in a game centered around frequent combat encounters.
While this abbreviation for the D6 System can streamline
combat encounters, the rest of the system – rolling dice
corresponding to die codes for skill checks – leaves lots of room
for diversity of action within a programmed gamebook scenario.
I apologize if I’ve indulged in some “thinking
out loud” on this subject, especially since it won’t affect my
current OpenD6 space-themed project. Depending on the success
of the current solo adventure gamebook and my interest in developing
other OpenD6 solo projects, I might consider wandering off to
write another solo gamebook – maybe returning to the pulp genre –
which incorporates more combat encounters within the overall
scenario. The more simplified combat mechanics presented above
certainly remove some of my anxiety about programming extended fight
encounters and encourage me to incorporate them around more developed
story elements. Taking a more streamlined route for solitaire combat
represents a transition for me. The solo tutorial scenarios I’m
used to writing intend to demonstrate and impart an understanding of
the full rules. Gamebooks, on the other hand, seek to provide a full
adventure experience without the need to furnish overly comprehensive
examples of game systems...the principle mechanic being streamlined
combat resolution.