Trollish Delver

A quite nice TTRPG blog by Scott Malthouse

All the toys and nobody to play with? Use these simple guidelines.

Designate each unit a type:

  • Defender
  • Shooter
  • Brawler
  • Skirmisher

Defender: Will move towards nearest objective its side doesn't own. If cover is near it will move behind it. It will shoot towards nearest unit from cover. It will remain at an objective once there.

Shooter: Will advance to line of sight and shoot at the nearest unit. If it already has line of sight, it will just shoot. Will move back twice if enemy within 10'.

Brawler: Will move full speed into melee against the closest unit.

Skirmisher: Will shoot if in range and go into melee when it can. Will move away after melee and shoot.

Guidance: When playing, use the most generous interpretation of these actions. All units will target equal or lower Quality units if able.

I really like the upcoming Khazalite Holds army for Age of Sigmar, but can’t be bothered with the rules, so here are the RSW qualities for everything you get in the army set.

Hjula Drakkblud: Elite.

Oathkeeper Cannon: Superior.

Golems of Gazul: Superior

Clanshields: Normal

Special rule: Grudges – If one of your units is destroyed, give up to 3 other units a grudge mark. While they have a grudge mark, they get +1 to attacks. Remove the grudge mark after attacking.

Armies: Units have a Quality: normal, superior, or elite. Both armies should have the same number of any of the above units. Usually 2-3 normal, 2 superior and 1 elite. Unit size can be 5-10 normal, 3-5 superior, 1 elite.

Table: 3x3, 4x4 or 4x6.

Rounds: Player 1 moves a unit and takes action, then Player 2 does the same. Continue until all done. Start new round and roll initiative.

Deployment: Within 6” of the table edge at opposite sides.

Terrain: Place a load of terrain. This blocks line of sight.

Initiative: Players roll a d6. Highest goes first.

Turns: On a turn move and attack, or move twice.

Move: 6” normal unit or 10” fast units. Difficult terrain halves move expect for flying units. Half speed to move away from melee base contact.

Coherence: Models in a unit must remain within 3” of one another.

Melee attack: Roll a d6 in base contact. To hit you need:

  • Normal: 5+
  • Superior: 4+
  • Elite: 3+

Save: For each hit, opponent rolls a d6. Roll as per the above based on the unit hit.

Wound: A model failing a save takes a wound. Normal units can take 1 wound, superior 2, and elite 3. A single model takes all wounds first, with excess spilling over to the next model. Wounds are removed between turns.

Death: At 0 wounds, remove the model.

Ranged attack: Shoot up to 12” with moving or 24” without moving. Need line of sight on target in range. Use the melee rules. -1 shooting at a model in melee or in cover.

Number of attacks: Normal 1, Superior 2, Elite 3

Morale: Any unit at less than half models, rounded down, immediately rolls a d6 against unit Quality. If they fail, the unit is removed from play.

Winner: Probably last one standing, or first to secure the most objectives in 5 rounds (have a model in base contact with objective by the end of the fifth round).

Disagreements: Each player rolls a d6. Highest wins the argument.

Image: Frostgrave/Osprey Games

Skirmish Mode

To play the game with fewer models, use the following rules.

  • Units refer to individual models. Typically have 3 normal, 2 superior, and 1 elite.
  • Ignore the unit cohesion rule.
  • Wounds remain between turns. They don’t “spill over” onto another model.
  • For morale, once your side has been reduced to less than half models, roll a d6 for each model. Any failed models are removed.

Unless the game is specifically made for solo I do often have a hard time bringing a traddy game into solo mode. So here’s something I cooked up to meet my solo needs when I want a more traditional game, sort of, with none of that fancy book-reading. It’s basically an Engle Matrix game and easy enough to play on your phone.

  1. Establish a clear problem. Skeletor has an orb of control and has captured Man-at-Arms. Geraldine’s cafe is out of tea.

  2. Note the cast. Write down the players involved in the scenario. Pop a motivation for each. Other characters may pop up as you play.

  3. Choose a character or group (e.g. Skeletor, the A-Team, France). Decribe an action they take based on the problem and their motivation.

  4. Roll a d6 to see if that happens. 1: No, and. 2: No. 3: No, but. 4: Yes, but. 5: Yes. 6: Yes, and.

  5. Choose the same or a different character and repeat until the narrative is resolved.

From the mindgrapes of the OSR thought-leaders came the idea of two forms of combat in TTRPGs: combat as war and combat as sport.

Those in the online TTRPG sphere will be eminently familiar with this dichotomy, but for others: combat as war refers to how fights “should” happen in old school D&D games. The argument is that OSR characters, at least in the lower levels, are pretty fragile so players should go into combat with the best possible advantage. Setting traps, funnelling enemies down certain paths, and ultimately not going for a fight unless you’re confident you can win.

Conversely there’s combat as sport, where there’s more balance between conflicting sides due to mechanical weighting and tactical options possessed by each character. Think modern trad games like Pathfinder or 5e. Combat as sport is supposed to prevent a relatively fair fight. Sure, the GM can adjust the encounter difficulty but characters are supposed to have the tools to deal with those.

I don’t believe it’s that simple, though. Or, at least war and sport is a false binary.

The Third Combat

I’d wager that most of your trad and even OSR games use a blend of both combat types.

For one, old school dungeon games, usually based on BX, do have balancing mechanics, like hit dice and dungeon levels.

While BX also says that any level monster can technically be discovered anywhere in a dungeon, the above shows balance is a factor in the game’s design.

At the same time, games like Pathfinder reward preparation as war and execution as sport.

Mechanics like skill challenges, victory points, and similar rules allow for simple and abstract preparation for combat. Poisoning a water supply, caving in exits, setting traps – these are often handled with skill rolls. Doing really well may give advantages: fewer enemies to face, foes already wounded, monsters whose abilities are negated. Player actions before combat can swing the fight in their direction (or scupper them).

I’d encourage GMs to consider this hybrid combat rather than one or the other. I’m also a big proponent of being transparent with options as not to have players spending hours in the throes of indecision. Explaining how players can prepare for a fight, giving them explicit options (without negating other fun choices the players may make) and their consequences.

With AI being the potential downfall of creativity, now more than ever we need to be making shit that AI just could never. All AI will ever give you is middle-of-the-road milquetoast rot. “Designers” out there are generating images and text of modules and calling it a day. And the more that happens, the more LLMs train on that data and you have a cycle of shite.

Weirdo jank is the way forward. AI can’t do weirdo jank. It has to make everything ‘just so’. “Oh but I want to play serious games where there’s mechanical stability and balance” – do you though? Or do you want to throw some dice and have a laugh coming up with nonsense with your friends? Ok, maybe you do want serious, and that’s ok, but I dunno – I think we need to start getting really strange with it. Cut your restraints. Go against convention. Don’t listen to the likes of Reddit who have 1000 reasons you shouldn’t do something. They’re mostly children. Stop talking yourself out of weird jank and embrace it.

Corpos hate you and they want everyone to be little automatons without a mind of their own. Roleplaying games can save us from that. Horrible little artpunk nonsense games that stop use from scrolling or buying a thing from an ad (likely AI generated). AI companies hate you because they want everyone to be smooth-brained idiots sloshing around in the slop bucket, drinking from the slop bucket. Original ideas are in danger.

“Oh but I’m not a game designer” – yes you are. If you have an idea, put it out there. Draw it in crayon and scan it. You don’t need to know stats and maths. It’s JANK. Let the act of creativity be one of rebellion against the robots and the suits.

Commission artists, if you can. If you can’t, hack up stock photos. Use old book illustrations. Draw some shit yourself – whatever you do will be leagues better than what the robots spill out of their rancid shafts. Limitation breeds creativity, and that’s the opposite of AI which seeks unlimited data, which just becomes a shit blancmange.

Make your nasty little jank game on a bit of tissue. Play it with strangers. They’ll probably have a lot of fun and you might make some friends. AI is no