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Drilling... |
"We've got a police assault incoming!" a voice crackles over the radio. Suddenly, the surrounding windows burst inward, spraying shards of glass all around, as a SWAT team swings in with guns blazing.
That's a fairly typical scene in PAYDAY: the Heist, a PC-based FPS game developed by OVERKILL Software and published by SOE. I've been going through it the past few days and have come up with some ideas that would work well with tabletop gaming (indeed, they're already apart of it). Enough to cover this week and the next two, in fact.
Two major gameplay components of PAYDAY are timed events and complications. The events range from drilling safes or sawing door locks to escorting hostages and burning a hole through the floor with thermite. What they have in common is time -- it takes a few minutes, on average, to complete an event. During that time several other actions will occur: police assaults charge in, special police units shake things up and complications arise.
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Jammed Drill |
So, what about the tabletop? Timing isn't really new -- spells take time, walking takes time, searching a room takes time, etc. -- and has its own hazards in many RPGs, usually in the form of wandering monsters but also in some encounters. What I see in PAYDAY is using normal events -- opening a locked safe/chest or door -- and making them more exciting. The best part about it is the relative simplicity involved, especially in a modern or futuristic setting but also in fantasy.
As an example: a cavernous network of tunnels that is hosting a small orc warband. The area is largely left natural -- the warband is only using it temporarily -- but some features like doors and walls have been added to certain areas for extra protection. One such area is kept securely locked and fastened behind an iron portcullis. The orcs don't want anyone getting into it because it stores a cache of alchemical concoctions their shaman have created to ensure a successful raid on the nearby human keep -- a place that would otherwise be impenetrable to the orcs. The party of PCs stumble upon it, the thief gets to work opening the portcullis but, instead of a simple roll, the party is informed that it will take 30 rounds (assuming 6 second rounds) of constant drilling to open. During those 30 rounds waves of orcs will hit the party, the drill will get stuck or break (say, on a roll of 1 in 6 or 10 per round) that requires an additional round to fix and the orcs might unleash a troll or ogre on the party ever 10 to 15 rounds. Once inside the party will have access to the concoctions for their own use or to destroy.
Another example: within those same caves the party come across captive villagers of the keep that have been tortured for information on weak points, guard postings and other details. They are in rough shape and the party will need to escort them out of the tunnels. The villagers will move slowly due to their state and the players will have to fend off attackers and break through hastily entrenched areas before reaching safety. The event in total could last between 20 to 40 rounds.
I would definitely use some of these events sparingly in a tabletop setting, depending on the system in use and length of combat, but I think they could top off a dungeon delve quite well.
Next week I'll look at playing Robin Hood... kinda.
Traps are the first timing events that come to my mind: spikes descending from the ceiling, walls moving in, water rising, sinking into quicksand.
ReplyDeleteI like the improvisational gameplay you describe. Reminds me of other computer games that start you with a quest line and then something happens and suddenly your mission has changed.
Everybody in the part gears up to find an artifact in the ruins, but then the floor collapses and you're suddenly dropped down 10 levels. Some are injured, equipment might be lost or damaged, and now you have to fight your way to the surface.
A couple possible timers: injured party needs medical attention; building progressively collapsing; a competing party of NPCs has the artifact and is racing you out while hindering your progress.
Traps are excellent timed events -- the first that comes to my mind is the trash compactor scene in Star Wars, part of the party in the trap and the rest outside trying to stop it.
DeleteI do like the other possibilities, as well. Though the injured party one would require a soft touch -- don't want to take anyone out of play, heh. Could easily see it in a modern/future setting where they could still do something while injured, though.
Make the injured member a VIP NPC so it's in the party's best interests to keep them breathing.
DeleteI remembered one cliche detour: "the bridge is out."