2003 November 27

I'd like to buy an enemy, please

Bryant Durrell has a wacky idea for an RPG mechanic -- players spending XP on buying better enemies:

I wonder if it would be feasible to write a system in which experience points were spent, not on the PC's power level, but on the power level of the PC's opposition? (I must pause to cite Trollbabe here; the concept of Scale is pretty darned relevant to this line of thinking.) The mechanical details of battling a street urchin would be the same as the mechanical details of battling a master villain, but the scope -- the effects of victory and defeat -- would be far larger.

That is, instead of buying a higher number for your swordsmanship skills, just directly buy yourself a better class of opponent: Bill Ferny becomes a scrub, and now you fight on equal terms with Uruk-hai.

I don't know if it's a good idea, but hey, interesting. From a certain perspective, this is what Nobilis has done -- every normal human has been compressed down to one description: Aspect 0, and in the context of combat there isn't really anything else you need to know about them.

Also from a Nobilis angle, Javern Spithorn's Sunset Leap is great stuff.

Comments

I'll settle for interesting. I'm not sure myself how well it would work -- I can see a couple of potential flaws, and it's not clear to me whether or not the average player would buy into the necessary mindset -- but I've been trying to figure out good scaling mechanics for a while. How does one design a game that scales from street level to Nobilis, with consistent mechanics?

Posted by: Bryant on November 27, 2003 03:17 PM

The obvious advantage is, like you say, that every combat system has a sweet spot, where the probabilities for all your likely actions are sensible, and none of your stats get jammed up against the tail of bell curves -- GURPS combat, for instance, works sensibly with Parry and Dodge ratings below 12, say, but becomes increasingly tedious above that. But I'm not sure how satisfying it would feel to have character advancement consist primarily of buying new enemies. If what is 'really' happening is the character is getting more competent, it seems strange not to change the character's stats. For instance, how do you handle all the random thugs you may have to fight, who aren't specific Enemies? It seems like it might end up playing like a level system, where when you save up enough XP you can buy up your Studliness Quotient, and now all Average opponents count as scrubs. But that wouldn't be very satisfying for distinguishing between the individual strengths of PCs.

I don't know. There's something appealing about the idea -- maybe just of conscious recognition of Opponents Not Worth Fighting -- but I'm not sure how I would play it in practice.

Posted by: colin roald on November 27, 2003 06:47 PM

The question of random thugs is good, yeah. I think this scheme almost requires you to abstract combat into scene-based combat a la Everway or other such games -- Trollbabe comes to mind again.

Sigh. I need to run a campaign using this model and see if it works.

Posted by: Bryant on November 28, 2003 01:57 PM
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Yes   No   (like the Turing Test, but easier)

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