by Godfrey Bailey
This is the first article I am dedicating to role-playing. I have more material which I wish to share with you, but prefer a mix of articles to please as many of you "Lone Warriors" out there as possible! Therefore, further role-playing articles will be interspersed among my "Boardgames and Role-Playing" series at regular intervals in the future. May I take this opportunity to clarify a common misinterpretation of the word "role-playing". Many a "historical" wargamer cringes at the utterance of this "cult" word. Visions of horrible little green humanoids being mangled by egoistic dark-age warriors dulls the senses. Abhorrence of all fantasy material springs to mind, fuelled by the incessant take over of precious storage space at the gamer's favourite hobby store by the products of an exaggeratingly voracious commercial UK company! What I am getting at is, do not fall into the trap of presuming that role-playing is synonymous with the recent "consumer society" fantasy environment. This facet of our hobby is all encompassing and has developed in parallel with "mainstream" wargaming since the early 70's. A prime example of "historical role-playing" is the classic "Skirmish Wargaming" written by our own honourary member Donald Featherstone. Other titles which demonstrate the flexibility of the "role-playing" include "Boot Hill" set in the American Wild West, "Gamma World" which has a post-holocaust earth as a backdrop, the Roman era game "Gladiator", "En Garde" based on the late 17th Century and even a system bring alive the book "Watership Down" called "Bunnies and Burrows"! In conclusion, even though much of my role-playing material is based on "Anadaine, Jewel of the Gods" fantasy campaign using the "Runequest" game system, I am confident that many of the mechanics printed will be used by gamers who delve in role-playing in other favoured periods apart from fantasy. As an example from this issue's tables, a predator is a predator, whether a mountain lion in the northwest frontier of colonial India, a wolf inn the forests of 18th century Canada or indeed a manticore in the Borderlands of Waste. Now, onto this articles subject. The Beast Reaction Tables After much study of various role-playing game systems I have come to the conclusion that "realistic" beast reaction charts are lacking. Most rule writers go into great depths regarding correct distances and number encountered but once skirmish is joined the players' opposition turn into brainless, fearless robots who fight on until totally exterminated. I hope I have partially remedied this situation with the work I am about to present to you. Let me clarify the "Encounters Table" somewhat. The three charts are to be used by animals and other unintelligent creatures ruled by instinct and are incapable of defying nature and acting according to logic. Predators will basically view man, elf, dwarf or hobbit as a "food source"! Herds on the other hand will consider humanoids in their path a "nuisance" and at times a "threat". The "Other creatures Reaction Table" is used mainly in a fantasy setting when certain beasts do not fall into one of the other categories. I trust that any of you role-playing gamemasters out there will easily be able to assign the beasts in your scenarios to one of the charts most suitable to its nature. I also hope that any who delve in solo role-playing will also find the tables of assistance. To use a Reaction Table the first requirement is to discover the number of beasts encountered. Predators D6 (1-3), Herds D20+20 (21-40) and Other Creatures D10 (1-4). These die rolls and quantities can obviously be modified to suit your own scenario. Next roll a D6 to discover what the beasts have in mind! Then read the instructions carefully and start the combat. Even though some the terminology used is "Runequest" based I feel they are quite self explanatory. Feel free to contact me if you have any difficulties in interpreting these reaction tables. Until next time....... Happy Soloing! Predator Reaction Table (D6) Number of beasts encountered 1 - 3 = 1, 4 - 5 = 2, 6 = 3 1-3 The beast(s) of prey will attack the adventurers. When an adventurer is slain or knocked unconscious, there is a D10 x 10% chance that the predator will lift the adventurer and take the unfortunate warrior off at the end of the round he was defeated to be eaten at the beasts leisure. If this happens the adventurer has one luck roll to see if the predator just drops and abandons later because of some unexpected event. If the entire party is killed or unconscious roll a D6 for each adventurer. A 1-3 the poor chap is eaten on the spot, while a 4-6 the adventurer is taken away and as the same saving throw as above. Whenever a predator is wounded but not killed in a melee there is a D6 x 10% chance it will break off at the end of the round in which it was wounded and move off into the wilderness. 4-6 The predator(s) will prowl around the adventurers for 1 x D12 hours. Roll a D6 after each hour. On a 1-2 the predator(s) will attack the party (Reaction 1-3). They got hungry. On a 3-4 the animals will continue stalking their prey for another hour. On a 5-6 the predator(s) will abandon their game and move off to find something more juicy. A -1 on the die at night. Also roll a D100 every hour. From 01-10 the predator(s) will be joined by one more of their kind. Whilst prowling the beasts will stay out of missile range. If the adventurers decide to engage the beast(s) roll a D6. On a 1-4 the predators will attack (Reaction 1-3). On a 5-6 the adventurers have managed to scare the beast(s) of prey off. Predator(s) cannot be lost by adventurers attempting to run away! Herd Animal Reaction Table (D6) Number of beast encountered 1 x D20 + 20. 1-2 Each adventurer in the party will be attacked by 1 x D3+1 herd animals. Each beast will attack separately on consecutive rounds. For each herd animal charging, the adventurer must first make a luck roll and then roll his jumping if on foot or riding if mounted to avoid the stampeding beast. A fumble means the adventurer has fallen over. If these rolls fail one round of combat will take place and then the stampeding herd animal will move off and rejoin the rest. 3-4 1 x D3 herd animals will break away from the herd moving by and will attack the adventurers. If a herd beast is wounded but not slain during combat there is a D10 x 10% chance that it will break off and move off after the herd at the end of the round in which it was wounded. Also if the herd animal is separated for too long from the other beasts it will break off and rejoin the herd. So after each round of melee there is a 10% cumulative chance that the beast will abandon the fight. 5-6 The herd will ignore the adventurers and just move by raising a lot of dust in the process. If the herd is attacked in any way (e.g. missile fire, nets etc) there is a D10 x 10% chance per beast so attacked that the adventurers will be attacked. Roll a D6. On a 1-3 the herd stampedes (Reaction 1-2) and on a 4-6 some beasts will attack the adventurers (Reaction 3-4 but +1 herd animal) Other Creatures Reaction Table (D10) Number of beasts encountered 1-4 = 1, 5-7 = 2, 8-9 = 3, 0 = 4 1-2 The beast(s) will attack the party. If one of these creatures is wounded but not killed during the fighting there is a D8 x 10% chance that it will break off at the end of the round in which it was wounded and abandon the melee. Should an adventurer be knocked unconscious he must make a luck roll. If this is successful the beast will ignore him from then on and turn on someone else or leave if there is nobody else around who is standing. If the luck roll fails the creature will give the poor adventurer a death blow. 3-6 The beast(s) will follow the adventurers for 1 x D6 hours. Roll a D8 each round. On a 1-2 the creature(s) will attack the party (Reaction 1-2). On a 3-4 the beast will approach the adventurers and scavenge for food. If the party dish out 1 x D3 points of food per beast, the creature(s) will eat their fill and leave the adventurers in peace. For every point of food short there is a 10% chance the beast(s) will attack the party (Reaction 1-2). Otherwise they will follow for the next hour. 5-6 the animals keep trailing the party for another hour. On a 7-8 the beast(s) will wander off into the wilderness. The beast(s) will stay out of missile range whilst following the adventurers. If the party approach the beast(s) roll a D6. On a 1-2 the creature(s) attack the party (Reaction 1-2). 3-4 the beast(s) will scavenge for food (see above). On a 5-6 the beast(s) will move off and disappear for good. Whilst following these beasts cannot be lost by adventurers evading. Back to Table of Contents -- Lone Warrior #105 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 1999 by Solo Wargamers Association. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |