So I was talking with Luke (who, with Drozdal, is working on the layout of the game) this last weekend after a rousing set of Roller Derby at the North Carolina state fairgrounds.
In Tenra Bansho Zero, you engage in combat just like other tabletop RPGs: You make a series of attack rolls. You take damage, in the form of a kind of Hit Points (Vitality) and Wounds. When you use magic, you use a resource called Soul, a kind of spiritual resource like Magic Points (MP) in console games you’re familiar with.
But there’s nothing deeper for Social conflicts. Social conflicts come down to in-character role-playing, plus maybe a roll: Something like “I try to convince the warlord that what he’s doing is wrong! I roll my Spirit and Persuasion against his Spirit and Willpower!”. You can still “do things” with that roll: You can spend some resources to get more dice, to lower your difficulty number and get an advantage. But the roll comes down to You vs Them, Most Successes Wins. There’s no “Social Points” to whittle down in social conflicts until one concedes.
This seems like a bit of a design flaw, really. Admittedly, the game is close to nine years old and all, and stuff like Social Combat is kind of a more recent RPG development. Therefore its lack seems like a flaw, or a Something Missing… until you look a little further.
I didn’t even have to go as far as to compare Tenra against other games from FEAR that did have some kind of social maneuvering/extended conflict mechanic to determine that the lack of such a system was a conscious choice. I simply had to Watch More Samurai Movies. I had to think back to all the Zatoichis, all the Hissatsu Shigotonins, all the Mito Komons, all the Baian The Assassins… or over to manga like Blade of the Immortal or Shigurui, or anime, or back to Kabuki Theater:
There’s Always a Boss Fight. In fact, there Must Be A Boss Fight. That’s the way the drama works. And that’s the way the game works.
The town is on fire, burning all around us. The warlord’s men are slain. He stands before you, sheathed katana at his side. He drops his Boss Speech, then draws his katana.
You can reason with the warlord. The princess (PC) can step forward and point her finger and demand that he stand down (with a contested roll). However, true to the fiction, the game will not end with the warlord sheathing his sword and turning himself in (even if that was historically perhaps more accurate). Hell no. Because there’s got to be a boss fight.
Instead, the princess convinces the warlord that he was wrong. She can destroy his beliefs. She can taunt him, or sympathize with him. She can make him believe that his quest (which in his mind was for a noble goal) was folly and in fact mistaken.
But he will still draw his sword and attack. Perhaps instead of “Shut up! I don’t believe you!” (the princess fails her social roll), he has tears rolling down his cheeks: Confessing his sins and wrongdoing as he attacks, he says, “But this is all that I am now. I have nothing. I am nothing!”
You can still have a quick-roll roleplay and social conflict. It doesn’t mean that the boss fight is avoided, though. It just means that the boss comes into the fight in a different state of mind.
And when you defeat the boss, did you kill him? Did you spare him, avoiding that final killing stike (but knocking him out)? That’s up to the players. But first they have to beat the boss in the scenario-ending boss battle. When I explained this to Luke, he nodded his head in complete understanding. The answer was there this whole time in front of us, we just had to think about the story medium to realize it.
It’s something to think about when creating a scenario. You can design a game of clever twists and raw role-playing excitement, or a bog-standard but fun Mission Quest (“Go X and Do Y, I demand it!” says the lord). But don’t get past the fact that, be it a baddie NPC, a misguided NPC, or a PC-turned-Asura, just remember: There’s got to be a boss fight.
My recent experiences with In a Wicked Age have convinced me that a game without stakes setting can, in fact, be a-okay.
However, the concept of enforced genre-violence brings up a hoary old ethics question; is designing or playing a game where violence is the only answer an ethically neutral act?
Yes.
Not about the “There must be a boss fight”, but about the “The mechanics give rise to the gameplay you want.”
On the “Israeli Theory Blog” (these ARE scare quotes), someone talked some about designing a martial arts RPG, and the comment was raised, “But be sure it doesn’t end up with nothing but fights.” But if the source material is the right stuff, then this is exactly the kind of game it should be.
Or in the immortal words of The Nameless Man, “When you have to shoot, shoot; don’t talk.”
Ahh, but it doesn’t have to be the Boss Fight you thought it was going to be. Say the Sword Princess convinces the Warlord, her father’s general, that he was wrong. He slumps to his knees in tears as he grasps the tragedy of what he has done… And then his head explodes in a shower of gore as his lover / second in command kills him for his weakness and vows to never surrender! Boss Fight GO!!!
Pretty much as Guy says. But, it’s an interesting topic:
>> Is playing a game where violence is the only answer an ethically neutral act?
In all honesty, that question really has no appeal to me, so I don’t waste any time reflecting on it. I like watching action movies, revenge tales (great dramas recently on that), and in my games there’s almost always a measure of violence. A standard staple of tapletop RPGs is the Tabletop RPG Combat.
Murder is a different question, though: The stories will end in violence, in terms of a physical scuffle. But it doesn’t always have to result in the death of the antagonist. Using rolls and description, instead of landing a killing blow you can always “knock him out’, “subdue him”, etc. From there, you can let him go, bring him to justice, or so on. So while each game will end in a physical scuffle of some sort (even if it’s played out entirely in the hallucination of a psychic duel between two Kugutsu mannequins), it doesn’t mean that it will end in the beheading or murder of the antagonist: That’s up to the players, in the end.
But if violence is a concern, I could never recommend this game: It’s definitely not Heian-era courtiers playing hackey-sack (kemari) and composing haikus: The world from the ground up is portrayed as a neverending Warring States period to the nth degree. An interesting thing, though, is that the game questions at several times if the world *has to be that way*, and suggests that you could very well introduce campaign after campaign where you do nothing but Bring Peace to the warring nations.
You’ll still have to fight the last general to get that peace, but it’s clear that you can set goals to fix this broken world… and it’s also clear that you can even succeed!
>>>
He slumps to his knees in tears as he grasps the tragedy of what he has done… And then his head explodes in a shower of gore as his lover / second in command kills him for his weakness and vows to never surrender! Boss Fight GO!!!
>>>
Hah! I’ve actually used this very thing (in another game, and not Tenra)… and unfortunately, it feels cheesy and empty. Like a railroad train aimed at a wall: You fire a missile at the wall and the wall explodes… but then the wall magically refoms and you crash into it anyway! Feels like a bait and switch: “Yep, you spent your resources convincing this dude not to fight… He stands down, and explodes! And another dude shows up to fight! Roll your defense!”
Now, it’s all in the context, right? If you had the Second In Command as a major character AS WELL from the beginning, and he was in scenes before and a major player, then yeah the above scene would be totally awesome: Instead of a boss fight against two warriors, it’s a boss fight against one, because you killed the other boss out of the gate with your Empathy! (and to make things cool, I’d probably bump up the stats of that second-in-command to make him a challenge, since there are no longer two baddies but one).
But if you just have him appear at the end scene, step out of the shadows as basically “End Boss #2″… Might as well just take that player empowerment and roll it up in a ball and throw it away. (^.^)
That’s also why I think it’s important to both recognize the Must Be a Boss Fight element to this game (and other TRPGs), as well as the skill of setting up a conflict well: The GM should make it clear from the onset that “Your Station: Art of Rule roll is NOT going to get him to stand down. However, if you succeed, he WILL realize that he was wrong all along. Plus, what the heck, I’ll throw in some bonuses for your team’s first attack round as well.” Being clear on that before the dice are rolled… it’s a skill we’ve got to learn as GMs (and I’ve actually included a section on that sort of GM advice in the book), and it’s particularly important here.
In CoC, there’s no reasoning with the Mythos. There’s only killing it or dying by its hand (while going insane). Since the baddies in TBZ are humans or humanoid (or “once-humans”), there’s that illusion that they have human emotions, that they can be reasoned with. Plus, some characters will have high Empathy, Spirit and Station scores and lower combat-y stats like Body, Agility and Senses: So they’ll of course want to “word-fight” with the baddies (else you lock those characters out of combats, which seems lame). I want to make sure that people are totally cool with that, AND realize that the games need that boss battle. It’s not just the way CRPGs work, but it’s the way J-dramas, chambara movies, epic serial dramas, manga, anime, and even kabuki theater work.
Good thoughts, people!
-Andy
Well, being honest, very honest. I have read everything in the journal, have an idea of the types of characters, but not much about rules or essential background – although I may know data about Old Mei-ji and pre-Mei-ji Japan, and it is awesome what you can find in old Encyclopedies…
But I have not a clear summary, short but playable, to get a good idea at. I won’t need art, at least not much as I have ideas enough, maybe a rough map with a few landmarks, a rough timeline, types of characters (not all, maybe, a reduced selected casting, let’s say something between 7 and 10, no more, with shortened notes) and a summary of rules (Quick start type) to judge from. And then, I will probably buy the whole thing, if possible – but no buy it blindly, do you understand? It would be stupid on my part. I need some sort of starter…
Well, I am very honest. I do not want it for free, that would appear to be just cheeky, it is just that I need a starting stimulus.
In short, what I would like to get first: would it be possible to reduce the game to a stub or sketch – something between 60 – 80 pages long – no guides, no notes just essentials, for me and my friends at Crash Comics to have a taste at?
Anyway, I believe that the complete game will be a masterpiece.
Take care, all of you