Showing posts with label midnight comics. Show all posts
Showing posts with label midnight comics. Show all posts

Thursday, March 29, 2012

Gutshot Rules: Knocking the rifle off its throne

As I said last week, we solved one of our biggest problems in the first draft of Gutshot by arguing... er, discussing & debating outside Midnight Comics one night after a game. We invented the Retaliation Shot as a mechanism to solve one of the biggest problems we were having in the game: The fact that, because of our random initiative system, it was possible for you to die without ever firing s hot in self defense.

The Notorious Midnight Riders -- our first
long playtest that helped shape the game
into what it finally became.
Reaction to that rule has been mixed, with most of it being positive. There are a small, vocal group of people out there who don't like it at all. Of course, these are the same people who would prefer that everyone write down their actions and display them at the same time and then act them out simultaneously. In other words, these are old-schoolers from the "orders" style of gameplay used with armies and divisions. This is absolutely, 100% not the type of game we wanted to make. Gutshot is a skirmish game, and that sort of detailed order-giving has no place in the undisciplined, wild-n-woolly world of Western gaming.

Another group that dislikes this mechanic is people who have never actually played it. Although we've written and re-written it more than once, it just doesn't sound like it will work as well as it does when you just read the words. It seems a bit... odd, or different to them. When they play it, though, most of them join the the people who love the Retaliation Shot because it does a whiz-bang job of fixing the imbalance caused by our chaotic initiative system.

Taking the rifle down a notch or two
From Bushwhacked in Beaver Creek!
But back to the rifle. As I said Tuesday, with the way the first draft of rules was written, there was no reason on god's green earth not to choose the rifle as your primary weapon. It had damage, range, and held 15 rounds. By any reckoning, it was the weapon to beat.

So, we had to do some things to make it a more balanced weapon. The first thing we did was eliminate the "to hit" bonus at point blank range. The rationale behind this is sound, but most people don't like it: We figure that if you're bringing a rifle right up to a fella with intent to shoot 'em, they will grab the barrel and try to shove it away or dodge it in any way he can. It's a simple idea, but it helps a lot.

The next thing we did was more severe: we made it impossible to draw and fire a two-handed weapon in the same Action. This had a profound effect on the game. Suddenly rifles and shotguns -- still the most powerful death dealers in terms or range and damage, respectively -- were more unwieldy than the nimble Colt revolver or the sneaky Derringer.

This was an amazing change to the game balance, and the point at which we realized -- over the next four or five playtests with the Midnight Riders -- that we were really on to something great! Suddenly the combat was more balanced and players had a reason to think about their weapon choices. Now we could turn our attention onto other issues.


Tuesday, March 27, 2012

Gutshot Rules: Retaliation Shots

Most of the time when you're working on a game as big as Gutshot, you don't exactly remember when and where certain rules came from. In the case of the Retaliation Shot, however, I remember when, where and -- most importantly -- why this rule came to be.

I recollect that it was a relatively mild summer evening in 2003. Paul Mauer and I were standing outside Midnight Comics in Houston, Texas. It was probably nearing 1 a.m. We had just finished running one of the highly successful playtests with the group known as the Midnight Riders. Now, the store was in its second location next to the Laser Quest and we were standing outside discussing and debriefing that night's game.

I couldn't tell you exactly which game it was without diving back into my notes, but it was probably somewhere around game four or five: Buzzard Bait at Buzzard Point! or Bloodbath in Rio Gato! Even though the night air was relatively cool (for Houston in the summertime, that is), our discussion had heated up.

You see, we had a problem. More than that, there was something seriously broken in this version of the game. Right now, the "Rifle is god," as Murphy had put it. Under that draft of the rules, there was no reason on earth to select any other weapon but the rifle: it had range, it had a 15-shot magazine, and it dealt a wicked load of Damage that was only topped by the super-deadly shotgun. And we had another problem: because of our random initiative system, it was possible to die before you had a chance to fire your weapon, even when someone was shooting at you. In an IGOUGO game, you can't really do much until it's your turn (after all, it is I go, you go... you know?).

I also recall that Rio Gato was the game where it really came to head about how I was adamant that you could not split your movement: In other words, you can't move half, shoot, then finish moving. You need to move/attack or attack move. But that's another topic for another time.

The fact is, Paul and I were hot and upset because we each had different ideas on how to handle the dying-before-you-move and the rifle problems. We each suggested and then shot down each other's ideas until, at last something emerged: a slight break in the armor of the IGOUGO rule allowed for the person who is being shot at to instantly shoot back. Suddenly a light went on over our heads. This resolved the first issue, and (as it would turn out), this small change made the games deadlier and move faster.

I went home and wrote up some notes about the proposed change, and after much mulling it over, decided to call this mechanic the Retaliation Shot. Here's the actual text of the rule that wound up in the Gutshot Core Rule Book:

10.5 Retaliation ShotIn general, when someone purposefully shoots at you, you may instantly shoot back with any ready weapon (see below). This return fire is called a Retaliation Shot and it is the only time you get to pull the trigger during someone else's Action.
A ready weapon is a weapon that is loaded and in your hand at the moment you were shot at. This includes all derringers, pistols, rifles, shotguns, and sawed-off shotguns. You may not draw the weapon or pick it up off a shelf (as in a siege situation). It must be in your hand, ready to be used when someone purposefully targeted you.

There's some more text to explain certain limitations, of course. You can't use melee weapons, Two-Gun Shootists only get one Retaliation Shot, the weapon must have ammo in it, and so forth. The book also stresses that this is an optional shot. When someone shoots at you, you don't have to shoot back. Why wouldn't you, you might ask? Obvious things come into play: the shooter is out of range (he's got a rifle and you've got a pistol), or you just don't want to waste the bullet. I've also seen players balk at taking the shot if they can only hit their target with Boxcars. After all, statistically speaking, you've got as much chance of rolling Snake-eyes as you do of rolling Boxcars.

And trust me, that does happen!

Another interesting thing came out of this rule: We decided that all Damage is applied at the end of an Action. "This means that it’s possible for someone to shoot you and do enough Damage to kill you, yet you would still get to retaliate.  And if ya do enough Damage to him in return, you might even take yer killer with yuh! Honestly, we’ve seen it happen plenty of times."

We quickly realized that this helped us recreate one of the classic elements seen in countless Westerns: Someone is blasted away in a hail of bullets, only to turn and manage to squeeze off that final, heroic shot at his killer, taking that varmint with him! It's classic, it's dramatic, and we love seeing it in a game.

So, this one night of bashing ideas back and forth with each other really helped shape Gutshot and turn it into the game it is today.

Mosey on back Thursday and I'll tell you 
how we finally solved the "Rifle is God" problem.