In this inaugural post, I attempt to resuscitate this blog
and embark on a new weekly feature. VTT – Video to Table – is focused on taking
elements of video games and discussing them around tabletop gaming.
I could think of no better game to
feature than the DayZ mod for Arma II. This mod functions very much like a
standard tabletop RPG – there is an open world, perma-death, plenty of risk
versus reward scenarios and story elements are crafted through a player’s
actions.
Some of the aspects of DayZ that stuck out to me:
Some of the aspects of DayZ that stuck out to me:
- · Other PCs
- · Signs of life
- · Tension
- · Environment
The game is an online multiplayer shooter played through
dedicated servers, so there are other players about – sometimes a lot,
sometimes a few. For those that might not know, the world does not have any
restrictions on player versus player combat – anyone could attempt to kill you.
Every character also carries around a backpack that can be opened and rummaged
through, so that ‘buddy’ you just met or someone that is stealthy enough could
steal everything in your pack. (Though, you can still carry other items on your
body that are not accessible to them. Unless they just shoot you in the back.)
All of this plays into the tension of the mod as you constantly keep watch for
any players that might be around knowing that, if they spot you first, you
could be killed very quickly.
Having other PCs around also creates signs of life in the
setting. Walk up to a barn and you might find dead zombies lying near the
entrance. Run through a forest and you
might come upon a tent or a campfire in the middle of nowhere. Crawl through a
city and you might spot a corner littered with the corpses of other PCs (which
may or may not be looted). Each of those examples has a story attached – one that
you won’t read or hear – that you can piece together through observation and imagination.
Sounds are another method of introducing other PCs into the
setting while adding tension. Overhearing conversations or movement through a
wall or door. Hearing the crack of a gun in the distance (or not so distant)
and the accompanying roar of a zombie herd that’s attracted to the noise – the general
sounds of combat letting you know that you’re not alone.
All of this is easily used in tabletop gaming (and likely
has been used countless times, though I haven’t seen too much of it lately) to
generate tension, but these aren’t the only ways.
Other common systems in DayZ that many tabletop RPGs have
are hunger, thirst, temperature and injury. When you start out in the mod you have next to
nothing -- just a flashlight, one bandage and one painkiller. No food, water or
weapons. It’s kind of like a more hardcore version of DCC’s character funnel.
What this does mean is that you will have to start scavenging immediately, as
your hunger and thirst will only last an hour or two before starting to eat
away at your health. I’ve known most
tabletop RPGs to feature a hunger and thirst option though it’s usually pretty
uneventful or overlooked. In DayZ you have an icon to let you know how hungry
or thirsty you are – going from green to blinking red – that is a constant
reminder of your survivor’s condition. Things gradually get worse before your
eyes. Not having food or drink can a worsening condition creates a lot of
tension and forces the player to take action – often making extremely risky
decisions they never would otherwise.
Those risky decisions tend to end with injury – major loss
of blood, bleeding out, broken bones, lots of pain, unconsciousness or death.
For most of these ailments there are solutions, though some won’t be found very
often outside of the abandoned hospitals and a couple require a second person
to administer them. All of these boil down to conditions on the characters that
will affect how their players view their surroundings and how they interact
with them. A broken bone (just leg bones in the mod, right now) means the
character will only be able to crawl. Falling unconscious usually occurs when
your blood level (think hit points) drops below certain amounts (under 9000 and
any zombie hit could trigger it, under 3000 and it could happen at any time)
and can easily lead to death. The lower the blood count the harder it is to see
and hear – the world gradually becomes grayscale and blurry, with a stronger
blur effect happening in rhythm with your heartbeat (as well as a loud
heartbeat noise). At that point, you need a partner with a blood bag to get you
back on your feet quickly.
Some of those conditions might be a bit difficult to
replicate as effectively in a tabletop setting.
Environments, however, shouldn’t be.
Nighttime is a dark time in DayZ. Without a light source
available you will not be able to see anything but the stars above you – and even
that can be difficult if it’s cloudy. Darkness is something used in tabletop
gaming already and has been since forever, but the effect in DayZ is quite
different – because of sound. While you can’t see anything you can hear
everything around you – the sounds of wildlife, the creek of metal fences, the
gurgle and trudge of zombies. They may not guide you or help you move around
but they do provide more tension. (As if you didn’t have enough already!) I
could see this being used in a tabletop encounter – having a sound file playing
and the players trying to navigate by it, unable to see for some reason.
So, that’s it for now. Might be more of an overview than the
discussion I wanted, but it works.
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