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	<title>Comments on: Brutal</title>
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	<link>http://www.deadlyfredly.com/2009/12/brutal/</link>
	<description>Gaming. Publishing. Media. Food. Fatherhood.</description>
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		<title>By: Zooroos</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-315</link>
		<dc:creator>Zooroos</dc:creator>
		<pubDate>Tue, 22 Dec 2009 12:19:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-315</guid>
		<description>Hi! Great post! I&#039;m not familiar with the fiction genre you mentioned, but I&#039;ve been hunting for a physical copy of A Game of Thrones for a while. 

I was thinking about the phases you posted, and it reminded me of the &#039;Burning Wheel&#039;/&#039;Burning Empires&#039;/&#039;Mouse Guard RPG&#039; combat systems. There is a first, &#039;positioning&#039; phase, which essentially determines your &#039;health track&#039; for the combat ahead. Next there comes a series of combat exchanges in simultanous volleys, and the thing is the player doesn&#039;t know what the opponent is going to do next until the exchanges are revealed and resolved, simultanously.

I have experience only with MG, but I think something along those lines may be what you&#039;re looking for...

Regards,

ZOOROOS</description>
		<content:encoded><![CDATA[<p>Hi! Great post! I&#8217;m not familiar with the fiction genre you mentioned, but I&#8217;ve been hunting for a physical copy of A Game of Thrones for a while. </p>
<p>I was thinking about the phases you posted, and it reminded me of the &#8216;Burning Wheel&#8217;/'Burning Empires&#8217;/'Mouse Guard RPG&#8217; combat systems. There is a first, &#8216;positioning&#8217; phase, which essentially determines your &#8216;health track&#8217; for the combat ahead. Next there comes a series of combat exchanges in simultanous volleys, and the thing is the player doesn&#8217;t know what the opponent is going to do next until the exchanges are revealed and resolved, simultanously.</p>
<p>I have experience only with MG, but I think something along those lines may be what you&#8217;re looking for&#8230;</p>
<p>Regards,</p>
<p>ZOOROOS</p>
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		<title>By: Josh Roby</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-276</link>
		<dc:creator>Josh Roby</dc:creator>
		<pubDate>Sun, 20 Dec 2009 00:07:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-276</guid>
		<description>One trick that might work: death is never dealt by the dice.  You don&#039;t &lt;em&gt;get&lt;/em&gt; death, even when you want it.  You just get heinous consequences.</description>
		<content:encoded><![CDATA[<p>One trick that might work: death is never dealt by the dice.  You don&#8217;t <em>get</em> death, even when you want it.  You just get heinous consequences.</p>
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		<title>By: Fred Hicks</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-275</link>
		<dc:creator>Fred Hicks</dc:creator>
		<pubDate>Sat, 19 Dec 2009 14:22:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-275</guid>
		<description>It&#039;s true, I nearly wrote &quot;Besides me &lt;i&gt;and Lydia&lt;/i&gt;.&quot; as the last sentence of this.

You should get your hands on the First Law stuff in non-kindle form. They&#039;re good enough and definitely right in your wheelhouse. :)</description>
		<content:encoded><![CDATA[<p>It&#8217;s true, I nearly wrote &#8220;Besides me <i>and Lydia</i>.&#8221; as the last sentence of this.</p>
<p>You should get your hands on the First Law stuff in non-kindle form. They&#8217;re good enough and definitely right in your wheelhouse. <img src='http://www.deadlyfredly.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Mick Bradley</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-274</link>
		<dc:creator>Mick Bradley</dc:creator>
		<pubDate>Sat, 19 Dec 2009 14:20:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-274</guid>
		<description>Okay, here&#039;s some cool synchronicity.

Joe Abercrombie HIZZOWNSELF posted on his blog just last Wednesday about how he loves playing Dragon Age because it&#039;s right up his gritty-brutal alley. He&#039;s talking about the video game - but since Rob has been blooging a lot about Green Ronin&#039;s upcoming tabletop version, wouldn&#039;t it be cool if the Dragon Age rpg turned out to be the perfect vehicle for emulating Abercrombie-style brutality?

Just sayin&#039;.

http://www.joeabercrombie.com/2009/12/dragon-age.html</description>
		<content:encoded><![CDATA[<p>Okay, here&#8217;s some cool synchronicity.</p>
<p>Joe Abercrombie HIZZOWNSELF posted on his blog just last Wednesday about how he loves playing Dragon Age because it&#8217;s right up his gritty-brutal alley. He&#8217;s talking about the video game &#8211; but since Rob has been blooging a lot about Green Ronin&#8217;s upcoming tabletop version, wouldn&#8217;t it be cool if the Dragon Age rpg turned out to be the perfect vehicle for emulating Abercrombie-style brutality?</p>
<p>Just sayin&#8217;.</p>
<p><a href="http://www.joeabercrombie.com/2009/12/dragon-age.html" rel="nofollow">http://www.joeabercrombie.com/2009/12/dragon-age.html</a></p>
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		<title>By: Leonard Balsera</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-273</link>
		<dc:creator>Leonard Balsera</dc:creator>
		<pubDate>Sat, 19 Dec 2009 10:15:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-273</guid>
		<description>Fred: I meant in general, not Fate-specific.

But now that you mention it... I see an option there too.

Damn.</description>
		<content:encoded><![CDATA[<p>Fred: I meant in general, not Fate-specific.</p>
<p>But now that you mention it&#8230; I see an option there too.</p>
<p>Damn.</p>
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		<title>By: Lisa Padol</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-272</link>
		<dc:creator>Lisa Padol</dc:creator>
		<pubDate>Sat, 19 Dec 2009 05:08:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-272</guid>
		<description>So long as I know what I&#039;m getting up front, I could go for that sort  of game once in a while, and certainly as a one shot con run. I doubt I could run it.

As a reader... I think I&#039;ll give these books a miss. Rosemary Sutcliff did a fine reversal in &lt;i&gt;Eagle of the Ninth&lt;/i&gt; and is far more my style. Kenneth Brannagh&#039;s &lt;i&gt;Henry V&lt;/i&gt; with the muck and grime did work for me. So did Parke Godwin&#039;s &lt;i&gt;Firelord&lt;/i&gt;. But, all of them have characters that are sympathetic (though I&#039;m very mixed on Prince Hal) and that don&#039;t have the world constantly kicking them yet again to remind them and the reader that life is not fair.

But, I&#039;m an old fashioned Tolkien fan, so, of course, I would say that.</description>
		<content:encoded><![CDATA[<p>So long as I know what I&#8217;m getting up front, I could go for that sort  of game once in a while, and certainly as a one shot con run. I doubt I could run it.</p>
<p>As a reader&#8230; I think I&#8217;ll give these books a miss. Rosemary Sutcliff did a fine reversal in <i>Eagle of the Ninth</i> and is far more my style. Kenneth Brannagh&#8217;s <i>Henry V</i> with the muck and grime did work for me. So did Parke Godwin&#8217;s <i>Firelord</i>. But, all of them have characters that are sympathetic (though I&#8217;m very mixed on Prince Hal) and that don&#8217;t have the world constantly kicking them yet again to remind them and the reader that life is not fair.</p>
<p>But, I&#8217;m an old fashioned Tolkien fan, so, of course, I would say that.</p>
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		<title>By: Lydia Leong</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-271</link>
		<dc:creator>Lydia Leong</dc:creator>
		<pubDate>Sat, 19 Dec 2009 04:02:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-271</guid>
		<description>I haven&#039;t read the First Law trilogy yet (because you can&#039;t get it on Kindle in the US), but I read &lt;i&gt;Best Served Cold&lt;/i&gt; and loved it. &lt;I&gt;Loved&lt;/I&gt; it. I loved the horrific realization at the end and the way the whole thing came crashing down

I totally want to play that game. Please feed me pain.</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t read the First Law trilogy yet (because you can&#8217;t get it on Kindle in the US), but I read <i>Best Served Cold</i> and loved it. <i>Loved</i> it. I loved the horrific realization at the end and the way the whole thing came crashing down</p>
<p>I totally want to play that game. Please feed me pain.</p>
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		<title>By: Jim Henley</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-270</link>
		<dc:creator>Jim Henley</dc:creator>
		<pubDate>Sat, 19 Dec 2009 03:17:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-270</guid>
		<description>Adding, of course, once negotiations go, you need some way to determine whether players have achieved their intent, since in vanilla IAWA, the ONLY way that happens is via negotiation.</description>
		<content:encoded><![CDATA[<p>Adding, of course, once negotiations go, you need some way to determine whether players have achieved their intent, since in vanilla IAWA, the ONLY way that happens is via negotiation.</p>
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		<title>By: Jim Henley</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-269</link>
		<dc:creator>Jim Henley</dc:creator>
		<pubDate>Sat, 19 Dec 2009 03:15:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-269</guid>
		<description>Like Tim Jensen, my mind went immediately toward modding IAWA. I think the key thing that has to go, though, is the negotiation system. You keep the Owe List and Best Interests - now players are hooked and have a reason to get into trouble. And as I wrote in the Lumpley Games forum recently, IAWA combat is god damned chancy - in a one-on-one, you rarely start a fight with so much advantage that you can count on winning it. And you write like it&#039;s primarily inter-PC conflict you&#039;re envisioning.

Negotiation has to go because it kills the surprise. Instead you need combatants to make *secret* Fallout-type rolls right quick at the end of a conflict and abide by them. (You roll your own fallout. Now you know if you&#039;re maimed and living or maimed and dying.) As a first pass, every time your opponent wins an advantage die, it&#039;s a Fallout die for you. So at the end of combat, both of you could be rolling Fallout.</description>
		<content:encoded><![CDATA[<p>Like Tim Jensen, my mind went immediately toward modding IAWA. I think the key thing that has to go, though, is the negotiation system. You keep the Owe List and Best Interests &#8211; now players are hooked and have a reason to get into trouble. And as I wrote in the Lumpley Games forum recently, IAWA combat is god damned chancy &#8211; in a one-on-one, you rarely start a fight with so much advantage that you can count on winning it. And you write like it&#8217;s primarily inter-PC conflict you&#8217;re envisioning.</p>
<p>Negotiation has to go because it kills the surprise. Instead you need combatants to make *secret* Fallout-type rolls right quick at the end of a conflict and abide by them. (You roll your own fallout. Now you know if you&#8217;re maimed and living or maimed and dying.) As a first pass, every time your opponent wins an advantage die, it&#8217;s a Fallout die for you. So at the end of combat, both of you could be rolling Fallout.</p>
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		<title>By: Mick Bradley</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-268</link>
		<dc:creator>Mick Bradley</dc:creator>
		<pubDate>Sat, 19 Dec 2009 00:36:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-268</guid>
		<description>Okay, I&#039;ve been pretty successful in my recent &quot;gritty&quot; games making stuff like this work through good narration and player trust, as I mentioned, rather than through overt mechanical stuff. Nevertheless, I am geeked out by the thought of some of the mechanical ideas you&#039;ve hinted at, and to figure out a way to emulate it as an option in Fate would be awesome.</description>
		<content:encoded><![CDATA[<p>Okay, I&#8217;ve been pretty successful in my recent &#8220;gritty&#8221; games making stuff like this work through good narration and player trust, as I mentioned, rather than through overt mechanical stuff. Nevertheless, I am geeked out by the thought of some of the mechanical ideas you&#8217;ve hinted at, and to figure out a way to emulate it as an option in Fate would be awesome.</p>
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		<title>By: Fred Hicks</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-267</link>
		<dc:creator>Fred Hicks</dc:creator>
		<pubDate>Fri, 18 Dec 2009 23:28:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-267</guid>
		<description>Yeah, absolutely. It&#039;d be interesting to offer up something that modeled this as a &quot;combat option&quot; in Fate, though I think Fate has mechanics which might actively resist some of the intended effects.</description>
		<content:encoded><![CDATA[<p>Yeah, absolutely. It&#8217;d be interesting to offer up something that modeled this as a &#8220;combat option&#8221; in Fate, though I think Fate has mechanics which might actively resist some of the intended effects.</p>
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		<title>By: Leonard Balsera</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-266</link>
		<dc:creator>Leonard Balsera</dc:creator>
		<pubDate>Fri, 18 Dec 2009 21:46:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-266</guid>
		<description>I&#039;ve been scribbling copious notes on doing stuff like this with the experience of violence for, oh, a long time. We should definitely have a geek-out session soon, when we both have time.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been scribbling copious notes on doing stuff like this with the experience of violence for, oh, a long time. We should definitely have a geek-out session soon, when we both have time.</p>
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		<title>By: Tim Jensen</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-265</link>
		<dc:creator>Tim Jensen</dc:creator>
		<pubDate>Fri, 18 Dec 2009 21:05:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-265</guid>
		<description>I would enjoy playing it.

UA could get there, but I think you can do it easier by tweaking In A Wicked Age.  Add some FATE-style phased character generation, scale up the die size mechanics so that there&#039;s more room for crunchy exhaustion/maiming/shaming, and maybe expanding the Owe List to define the particular stressful experience or consequence that the player is owed for...like Scars in DRYH.

Has anyone tried making a The First Law oracle?</description>
		<content:encoded><![CDATA[<p>I would enjoy playing it.</p>
<p>UA could get there, but I think you can do it easier by tweaking In A Wicked Age.  Add some FATE-style phased character generation, scale up the die size mechanics so that there&#8217;s more room for crunchy exhaustion/maiming/shaming, and maybe expanding the Owe List to define the particular stressful experience or consequence that the player is owed for&#8230;like Scars in DRYH.</p>
<p>Has anyone tried making a The First Law oracle?</p>
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		<title>By: Seth Ben-Ezra</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-264</link>
		<dc:creator>Seth Ben-Ezra</dc:creator>
		<pubDate>Fri, 18 Dec 2009 20:44:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-264</guid>
		<description>I&#039;m not sure if Burning Wheel (or my original thought, The Riddle of Steel) are quite right. The mindspace that you end up in is more strategic, I think, and less desperate.

Now, I&#039;m no expert on either game, so perhaps I&#039;m missing something.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure if Burning Wheel (or my original thought, The Riddle of Steel) are quite right. The mindspace that you end up in is more strategic, I think, and less desperate.</p>
<p>Now, I&#8217;m no expert on either game, so perhaps I&#8217;m missing something.</p>
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		<title>By: Noah</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-263</link>
		<dc:creator>Noah</dc:creator>
		<pubDate>Fri, 18 Dec 2009 20:41:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-263</guid>
		<description>You beat me to it, Gamera. I was just about to mention Burning Wheel.

It&#039;s not perfect, but I feel that a lot of the moving parts of BW work really well towards a brutal game. Wounds don&#039;t magically go away, Fight! combat is bloody and because you choose three actions at a time, you can really get messed up. Putting Superficial wounds on an opponent is quite debilitating, which lends itself to figuring out how to work things to your advantage. Especially within a fight, playing to your and your friends Beliefs and Traits help both mechanically (in terms of added dice and artha) and emotionally (because you&#039;re hitting parts of the characters you know the players specifically said they care about).

*shrugs* But I&#039;ve not read these books, so I don&#039;t know if Burning Wheel is right for it. If I do ever read them though, I&#039;ld like to try it out.

Noah</description>
		<content:encoded><![CDATA[<p>You beat me to it, Gamera. I was just about to mention Burning Wheel.</p>
<p>It&#8217;s not perfect, but I feel that a lot of the moving parts of BW work really well towards a brutal game. Wounds don&#8217;t magically go away, Fight! combat is bloody and because you choose three actions at a time, you can really get messed up. Putting Superficial wounds on an opponent is quite debilitating, which lends itself to figuring out how to work things to your advantage. Especially within a fight, playing to your and your friends Beliefs and Traits help both mechanically (in terms of added dice and artha) and emotionally (because you&#8217;re hitting parts of the characters you know the players specifically said they care about).</p>
<p>*shrugs* But I&#8217;ve not read these books, so I don&#8217;t know if Burning Wheel is right for it. If I do ever read them though, I&#8217;ld like to try it out.</p>
<p>Noah</p>
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		<title>By: Lugh</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-262</link>
		<dc:creator>Lugh</dc:creator>
		<pubDate>Fri, 18 Dec 2009 20:08:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-262</guid>
		<description>Oddly enough, when he was talking about the scars and consequences there at the end, my mind did jump immediately to UA.  But, I think you&#039;d need to significantly tweak some other parts of the system.  I think the madness meters would be a good addition to any brutal game, though.</description>
		<content:encoded><![CDATA[<p>Oddly enough, when he was talking about the scars and consequences there at the end, my mind did jump immediately to UA.  But, I think you&#8217;d need to significantly tweak some other parts of the system.  I think the madness meters would be a good addition to any brutal game, though.</p>
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		<title>By: Chad Underkoffler</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-261</link>
		<dc:creator>Chad Underkoffler</dc:creator>
		<pubDate>Fri, 18 Dec 2009 20:03:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-261</guid>
		<description>&quot;You play D&amp;D and spend all night rolling single digits on your d20, that’s bad luck, and a bummer. &quot;

Is this Zargon or Ulu?

Oh, and I think the brutal game you&#039;re looking for is called UNKNOWN ARMIES.</description>
		<content:encoded><![CDATA[<p>&#8220;You play D&amp;D and spend all night rolling single digits on your d20, that’s bad luck, and a bummer. &#8221;</p>
<p>Is this Zargon or Ulu?</p>
<p>Oh, and I think the brutal game you&#8217;re looking for is called UNKNOWN ARMIES.</p>
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		<title>By: Reverance Pavane</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-260</link>
		<dc:creator>Reverance Pavane</dc:creator>
		<pubDate>Fri, 18 Dec 2009 19:24:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-260</guid>
		<description>Personally I find this sort of combat works best when you abandon a hit point system and work purely in wounds caused by the weapon.  I think a good example of this is the original &lt;i&gt;Albedo&lt;/i&gt; RPG (Thoughts &amp; Images/Chessex), where weapons inflicted a wound, and the wound&#039;s effects then affected play.  It handled cumulative damage by Fatigue loss caused by the wound (which could be continuing in the case of actual wounds rather than grazes and bruises, and which was exacerbated if you attempted to use the damaged part).  Nothing says combat isn&#039;t fun like having your blood leaking out of you.  And if you survive, you have a scar to show and a story of how you got it.

Like &lt;i&gt;Runequest&lt;/i&gt; without magical healing however, this often results in a sensible avoidance of combat.  We didn&#039;t nickname the game &quot;Limbquest,&quot; for nothing.  Which may not be in the spirit of the game you are trying to emulate.

[Although the game you are describing seems to follow the extended challenge rules for &lt;i&gt;Heroquest/Hero Wars&lt;/i&gt; (although I haven&#039;t looked at the second edition yet), with the addendum that the winner also takes consequence from the lost AP.  Mechanically speaking anyway; personally I found the &lt;i&gt;Heroquest&lt;/i&gt; system too mechanically abstract to be satisfying.]</description>
		<content:encoded><![CDATA[<p>Personally I find this sort of combat works best when you abandon a hit point system and work purely in wounds caused by the weapon.  I think a good example of this is the original <i>Albedo</i> RPG (Thoughts &amp; Images/Chessex), where weapons inflicted a wound, and the wound&#8217;s effects then affected play.  It handled cumulative damage by Fatigue loss caused by the wound (which could be continuing in the case of actual wounds rather than grazes and bruises, and which was exacerbated if you attempted to use the damaged part).  Nothing says combat isn&#8217;t fun like having your blood leaking out of you.  And if you survive, you have a scar to show and a story of how you got it.</p>
<p>Like <i>Runequest</i> without magical healing however, this often results in a sensible avoidance of combat.  We didn&#8217;t nickname the game &#8220;Limbquest,&#8221; for nothing.  Which may not be in the spirit of the game you are trying to emulate.</p>
<p>[Although the game you are describing seems to follow the extended challenge rules for <i>Heroquest/Hero Wars</i> (although I haven't looked at the second edition yet), with the addendum that the winner also takes consequence from the lost AP.  Mechanically speaking anyway; personally I found the <i>Heroquest</i> system too mechanically abstract to be satisfying.]</p>
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		<title>By: Mick Bradley</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-259</link>
		<dc:creator>Mick Bradley</dc:creator>
		<pubDate>Fri, 18 Dec 2009 18:44:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-259</guid>
		<description>I&#039;m right there with ya, Fred, both in your assessment of the First Law books and in the thought of roleplaying that sort of thing. I&#039;ve got to go get Best Served Cold soon. Maybe with Christmas money.

From what I&#039;ve experienced with playing this type of brutality, the most important element has been player trust. Trust that people won&#039;t think you&#039;ve got an inner serial-killer in your soul. Trust that boundaries can be pushed but not shattered. Trust that everyone can pull back from the brutal when it is clear that someone is being taken too far beyond the comfort zone.

I have been incredibly brutal in playing the Naomi Bishop character in Lady Blackbird. I&#039;ve gone places I could never have gone with most other groups.  The other night Naomi beat the living daylights out of Kale Arkham (played by Daniel Perez) and everyone was all &quot;wow, that scene went dark! but it was magnificent!&quot; And I think I&#039;ve just realized that really, all I was doing was allowing my character to be a Joe Abercrombie character. I was channeling Ferro and Daniel was being VERY Bayaz in his portrayal and I just went ahead and acted on it. Beat the manipulative prick to within an inch of his life, then walk away. Naomi will suffer consequences for it, I have no doubt. But it felt real, in much the same way that Abercrombie&#039;s world feels real. And by the way, I&#039;m firmly of the opinion that there are FAR worse consequences for a character than mere death. Death is easy and kinda undramatic compared to many of the things that the First Law characters went through, and the same has always been true of characters I&#039;ve played.

Similar stuff has happened in our GenCon Star Wars sessions, and that&#039;s PTA-driven. As Paul Tevis likes to say, &quot;Every episode is Empire Strikes Back&quot;. It gets pretty brutal. And I suspect before it is over, that&#039;ll ramp up even further. 

But all that is to say, for me, it is about who you&#039;re playing with and how much trust permeates the room.</description>
		<content:encoded><![CDATA[<p>I&#8217;m right there with ya, Fred, both in your assessment of the First Law books and in the thought of roleplaying that sort of thing. I&#8217;ve got to go get Best Served Cold soon. Maybe with Christmas money.</p>
<p>From what I&#8217;ve experienced with playing this type of brutality, the most important element has been player trust. Trust that people won&#8217;t think you&#8217;ve got an inner serial-killer in your soul. Trust that boundaries can be pushed but not shattered. Trust that everyone can pull back from the brutal when it is clear that someone is being taken too far beyond the comfort zone.</p>
<p>I have been incredibly brutal in playing the Naomi Bishop character in Lady Blackbird. I&#8217;ve gone places I could never have gone with most other groups.  The other night Naomi beat the living daylights out of Kale Arkham (played by Daniel Perez) and everyone was all &#8220;wow, that scene went dark! but it was magnificent!&#8221; And I think I&#8217;ve just realized that really, all I was doing was allowing my character to be a Joe Abercrombie character. I was channeling Ferro and Daniel was being VERY Bayaz in his portrayal and I just went ahead and acted on it. Beat the manipulative prick to within an inch of his life, then walk away. Naomi will suffer consequences for it, I have no doubt. But it felt real, in much the same way that Abercrombie&#8217;s world feels real. And by the way, I&#8217;m firmly of the opinion that there are FAR worse consequences for a character than mere death. Death is easy and kinda undramatic compared to many of the things that the First Law characters went through, and the same has always been true of characters I&#8217;ve played.</p>
<p>Similar stuff has happened in our GenCon Star Wars sessions, and that&#8217;s PTA-driven. As Paul Tevis likes to say, &#8220;Every episode is Empire Strikes Back&#8221;. It gets pretty brutal. And I suspect before it is over, that&#8217;ll ramp up even further. </p>
<p>But all that is to say, for me, it is about who you&#8217;re playing with and how much trust permeates the room.</p>
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		<title>By: Fred Hicks</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-258</link>
		<dc:creator>Fred Hicks</dc:creator>
		<pubDate>Fri, 18 Dec 2009 18:42:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-258</guid>
		<description>Yeah, it&#039;s a good point. But there&#039;s something about the intricacies of Burning Wheel that doesn&#039;t click for me. Though that may be a bad first impression issue: I played in a big one-shot at DexCon a few years back, and many people at the table were more system-savvy than I. I was bewildered whenever it got engaged, couldn&#039;t make sense of what I had on my sheet in a way that could motivate my play, etc.</description>
		<content:encoded><![CDATA[<p>Yeah, it&#8217;s a good point. But there&#8217;s something about the intricacies of Burning Wheel that doesn&#8217;t click for me. Though that may be a bad first impression issue: I played in a big one-shot at DexCon a few years back, and many people at the table were more system-savvy than I. I was bewildered whenever it got engaged, couldn&#8217;t make sense of what I had on my sheet in a way that could motivate my play, etc.</p>
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		<title>By: Gamera Spinning</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-257</link>
		<dc:creator>Gamera Spinning</dc:creator>
		<pubDate>Fri, 18 Dec 2009 18:35:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-257</guid>
		<description>I haven&#039;t played Burning Wheel, but I understand that it does brutal, vicious combat pretty well.</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t played Burning Wheel, but I understand that it does brutal, vicious combat pretty well.</p>
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		<title>By: Arashinomoui</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-256</link>
		<dc:creator>Arashinomoui</dc:creator>
		<pubDate>Fri, 18 Dec 2009 18:31:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-256</guid>
		<description>@Lugh, I think the art of that is, as you note, giving your character generation something that provides for the emotional attachment. And like several game systems - start the characters at a fairly moderate-to-high level of skill. These books that we reference are rarely doing the Zero to Hero route, but are generally, and more commonly dealing with people fairly advanced on that route.

That way while a bar fight MIGHT be a threat, it isn&#039;t necessarily a threat.</description>
		<content:encoded><![CDATA[<p>@Lugh, I think the art of that is, as you note, giving your character generation something that provides for the emotional attachment. And like several game systems &#8211; start the characters at a fairly moderate-to-high level of skill. These books that we reference are rarely doing the Zero to Hero route, but are generally, and more commonly dealing with people fairly advanced on that route.</p>
<p>That way while a bar fight MIGHT be a threat, it isn&#8217;t necessarily a threat.</p>
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		<title>By: Fred Hicks</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-255</link>
		<dc:creator>Fred Hicks</dc:creator>
		<pubDate>Fri, 18 Dec 2009 17:40:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-255</guid>
		<description>Yep. It&#039;s a very difficult row to hoe: you must breed investment rapidly, and then be willing to squander it on a chance at (revenge, glory, whatever).</description>
		<content:encoded><![CDATA[<p>Yep. It&#8217;s a very difficult row to hoe: you must breed investment rapidly, and then be willing to squander it on a chance at (revenge, glory, whatever).</p>
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		<title>By: Lugh</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-254</link>
		<dc:creator>Lugh</dc:creator>
		<pubDate>Fri, 18 Dec 2009 17:05:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-254</guid>
		<description>There&#039;s one hitch in that system, and that&#039;s the old bugaboo of character death.  To make it grim, the possibility of death has to be very real, and largely random.  You have to go into every fight, even a common bar brawl, as if it could be your last.

But, that potential breeds one of two responses in most gamers.  Some gamers will become cavalier about death, and will refuse to become connected to their characters.  Because those characters likely won&#039;t be around long enough to actually accomplish anything.  Others will become overly cautious, and will avoid combat, and by extension any risk, as much as possible.  Craven cowards rarely make for good gritty fantasy.

What you need is a case where the players &lt;strong&gt;care&lt;/strong&gt; about the characters enough to feel the impact of their deaths.  But, also care enough about what the characters are trying to achieve that they are willing to risk death to get it.  If you can nail that, then the rest is just a matter of setting the dials and flavor text.  Unfortunately, all the system in the world can&#039;t make players care.

(Though, in all fairness, the &quot;generate the prequels&quot; chargen method in SotC is definitely on the right track.  You have some investment in both your own character and a couple of the others at the table before you actually start play.)</description>
		<content:encoded><![CDATA[<p>There&#8217;s one hitch in that system, and that&#8217;s the old bugaboo of character death.  To make it grim, the possibility of death has to be very real, and largely random.  You have to go into every fight, even a common bar brawl, as if it could be your last.</p>
<p>But, that potential breeds one of two responses in most gamers.  Some gamers will become cavalier about death, and will refuse to become connected to their characters.  Because those characters likely won&#8217;t be around long enough to actually accomplish anything.  Others will become overly cautious, and will avoid combat, and by extension any risk, as much as possible.  Craven cowards rarely make for good gritty fantasy.</p>
<p>What you need is a case where the players <strong>care</strong> about the characters enough to feel the impact of their deaths.  But, also care enough about what the characters are trying to achieve that they are willing to risk death to get it.  If you can nail that, then the rest is just a matter of setting the dials and flavor text.  Unfortunately, all the system in the world can&#8217;t make players care.</p>
<p>(Though, in all fairness, the &#8220;generate the prequels&#8221; chargen method in SotC is definitely on the right track.  You have some investment in both your own character and a couple of the others at the table before you actually start play.)</p>
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		<title>By: Seth Ben-Ezra</title>
		<link>http://www.deadlyfredly.com/2009/12/brutal/comment-page-1/#comment-253</link>
		<dc:creator>Seth Ben-Ezra</dc:creator>
		<pubDate>Fri, 18 Dec 2009 16:59:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.deadlyfredly.com/?p=81#comment-253</guid>
		<description>Uh.

I might enjoy playing something like this.

And I wonder if the Beast Hunters system (with it&#039;s back-and-forth of advantage before someone attempts to land a blow) would be a interesting starting point for creating something like this.</description>
		<content:encoded><![CDATA[<p>Uh.</p>
<p>I might enjoy playing something like this.</p>
<p>And I wonder if the Beast Hunters system (with it&#8217;s back-and-forth of advantage before someone attempts to land a blow) would be a interesting starting point for creating something like this.</p>
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