Thursday is GURPSDay, and it’s time to think ahead.
We had a fun situation in this past Monday’s Aeon supers game.
We decided to use the 4-As framework to make a plan. We gathered intel, we actually guessed at what was going to happen, and we were even right.
Then we completely biffed it by exposing ourselves, which drew fire and brought down the wrath of at least a dozen, if not more, grenade-armed guards. Had it not been for a “flesh wound” Karma point, The Commander would have been killed when a limpet grendade with 20d(2) damage blew up on his back.
But we saw that coming, and I was frustrated that all of our gathering and recon did basically nothing.
This needs to be automated and mechanized – but here’s an idea that I think has been treated before in Pyramid, but maybe not like this.
” . . . this is battle! And battle is a highly fluid situation. You . . . you plan on your contingencies, and I have. You keep your initiative, and I will. But what you don’t do is share command! It’s Never. A Good. Idea.” – Vic Deacons, Broken Arrow
If you’ve done your homework in advance, you can engage in a bit of a “we thought of that!” retcon.
But that requires homework in advance. Planning for contingencies, as it were.
During the Assess and Analyze phases of the mission, after you make your skill rolls to gather data and complimentary skill rolls as appropriate, you may end the session by making an Intelligence Analysis roll.
Look up the margin of success on the size (and speed range) table, with a minimum of zero. Yes, you can walk out of the planning session with nada . . . but the number you get is how many “foreseen contingencies” you can declare.
So if you make the Intel Analysis roll by 7, you get 3 foreseen contingencies. A “foreseen contingency” can be converted to a single “bonus roll” that acts just like a Tactics roll, or it can be a legit contingency as below. This choice is made during the planning phase, and is binding. No matter what, cap the number of contingencies at 3 – more is unwieldly. So if you make your roll by 10, you get up to three foreseen contingencies, plus one reroll in addition to whatever happens with the on-site Tactics roll.
Each “contingency” is a combination of people, places, and things/actions, and must be phrased that way, in the same way that a Wait is fairly well defined, but there’s wiggle room here.
People: This can be as broad as “the bad guys,” but if there’s more than one bad guy faction present, you’ll need to be specific. So “the Red team of bad guys” would be legit, as would “any one not obviously on our side.” But for the Aeon S1E9 eventuality, if we didn’t anticipate that two factions would show up (but we did!) that would not be an actionable contingency.
Places: Where’s the thing going down. This needs to be recognizeable, but can be somewhat vague (because player/character knowledge can be fuzzy). “The ambush site” might be good enough if you’re expecting an ambush. “The black ops warehouse” from Aeon S1E9 would certainly qualify. “New York City?” Nuh-uh.
Things/Actions: This is the trigger that tells you that you’re falling into a contingency. You see the macguffin (and if you know there’s going to be a macguffin, but not precisely what it is, that’s probably good enough). Again, in S1E9 it was when the two black ops teams started fighting.
These combinations of people, places, and things must be defined in advance, and they are limited in number to the number of foreseen contingencies above – that is, one to three of them.
Saw that one coming . . .
If one of your triggering incidents occurs, immediately make and resolve an appropriate contest of Tactics, and bank your rerolls as usual.
You may spend them to retroactively get the following benefits, assuming you haven’t been able to explicitly get such intel already.
If the GM wants to request an appropriate skill roll (modified by BAD if you’re using it!) that’s fair – but remember this entire concept is based around the characters having had time to develop good plans, enough that the players were able to come up with people, places, and a triggering event.
- Local geography: Burn a reroll and you pulled searches for blueprints, got satellite data, or otherwise were able to determine what the map looks like. This needn’t be perfect information, but what there is, you have. This is one of those that will often be obtained in advance, but if the team didn’t, this lets you do it retroactively.
- Enemy placement: Any foes not actively hiding are either located on the map, or at least given “there’s probably one or more bad guys here” markers several hexes om area. This allows some measure of avoidance to be done with careful movement.
- Positioning: Make a new tactics roll, and again get margin of success from the size and speed/range table (size column). Minimum one, but that number is the number of unique positioning moves you can make. So if you made your roll by 5, you can locate two elements. That certainly might be “an infantry platoon at location X, and a special forces fire team at location Y” just as easly as “The Commander is here by those boxes, while Eamon is on the roof.” This does not imply that you’re undetectable in any way – just that you can “jump” your guys to an appropriate accessible location as if you’d planned it all along.
- Stealth: With advance knowledge and planning you can force a failed Perception roll where you’re contesting it with Stealth or Camouflage. Each forced failure costs a roll (so wandering through a target zone loaded with bad guys and security cameras will deplete your re-rolls very fast). A forced failure is obvious to the person who’s bestowing or consuming the tactics reroll – you know that, save for excellent intel and tactics, you would have been spotted. This does not preclude future Perception checks by the bad guys, either . . . you get a moment’s reprieve, that’s all. You can use that to make a new Camouflage or Stealth roll to achieve a better hiding spot, or you can burst into action. Go, Leroy, go.
- Gear: A reroll can be burned to request – with GM’s permission – a single item or group of items (a sniper rifle, or a handful of magazines of armor piercing ammo, or an electronic lockpick kit) that would help. Both the players and GM should be reasonable here. If there’s no gear to be had, you don’t consume the roll.
- Backup: If it would be available, and reasonable, reinforcements should be allowed. These NPCs will be of an appropriate level given the quality of the requesting group. Assistance rolls or Reaction rolls are good mechanics to invoke here. Failure would mean that none are available; if that’s the case you don’t lose the tactics roll.
- Normal Use: You don’t have to burn the tactics rolls based on foreseen contingencies. You can save them for dynamic eventualities (and you probably will want to do that).
This sort of thing wouldn’t have completely saved us yesterday. We did hit on the #1 option, though – two factions would duke it out in front of us, and I had seven re-rolls that we wound up not using, or maybe we used one – but none in the furious and almost-lethal battle on the first floor.
We did, actually, do some of the above – The Commander was allowed to retroactively put suppressors on his own weapons for some initial combat volleys that came and went.
The biggest opportunity for us was instead of being forced into action with the first failed Stealth roll (or first successful Perception check), we might have been able to choose the time and place of action
The re-roll concept for Tactics is a good one. But they very frequently go unused, either due to heat-of-the-moment, or resource hoarding. Having some things like the above to explicitly spend rerolls on – provided some contingency planning is done – is a good way to bridge the gap between player and character expertise.