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Virtual tabletops have caused something of a renaissance in tactical adventure game play, if only because miniatures and terrain are expensive and computer graphics are less so. | |
I'm not sure where I was going with this, but maybe someone will get some value out of it.
Adventure gaming has always had an uneven relationship with tactical play. The earlier D&D variations tended to make combat largely abstract, but this was done from the perspective that the Referee (aka Dungeon Master, Game Master, or whatever) would have a solid grasp on how combat should flow so that they could rule meaningfully on how players' actions should play out. Other games, notably including Melee and Wizard, ultimately adding non-combat-related activities as The Fantasy Trip, but also D&D-descended games like RuneQuest, laid out a tactical wargame for play and built the rest of the adventure game around it. Many would go on to imply that the wargame's actual board-play could be foregone in favor of imagining matters, and the details of matters like regulating movement were generally of varying strictness anyway, with games like RuneQuest just saying that characters would move "3 meters" or whatever and leaving the actual implementation of that to the Referee, while Melee or Champions relied on detailed hex grids to place characters in specific positions relative to each other and objects in the scenario space.
Most adventure games built these tactical wargames around the character as a basic unit. This resulted in tactical games where the unit of space was generally on that scale, so that a hex might represent one or two yards or meters, sufficient to contain about one character, or sometimes a few of them. A two-meter or two-yard hex might also contain a horse, and so that was a frequent choice. Some game designers might concentrate more completely on the human scale, resulting in some games such as GURPS or CORPS setting the scale at 1 yard or meter per hex space, or even in the case of Swordbearer at 1 "pace" of 30 inches/2 ½ feet for its tactical movement regulation. For some games, though, a tactical unit might as frequently be something other than a human being-scaled object, or even larger than a horse. Car Wars for example, while not initially intended as an adventure game, was centered on vehicular movement and combat, while also allowing for "pedestrian" combatants on the field. Since a typical automobile is in the range of 5 yards long, the game centered its maps on a scale of 1 inch on the map representing 15 feet, making a quarter-inch into 3.75 scale feet, which is close enough to human scale. A couple of years later, GDW came out with an adventure game modeling military operations in the then-near-future, after a "limited" nuclear exchange in the future war of Twilight 2000, requiring it to be similarly built from the ground up to handle vehicles. Shortly after, the company would revise its flagship adventure game, Traveller, to incorporate ideas that had developed in the intervening decade, from a different modeling of weapon characteristics that had initially seen use in the tactical boardgame Azhanti High Lightning (a development of the earlier Snapshot, intended to cover the claustrophobic tactical situations of close combat aboard spacecraft, something not well handled with the "range band" system of combat in the classic Traveller game) and then been expanded in the miniatures wargame Striker. Perhaps intending to encourage more military SF in the Rebellion scenario, MegaTraveller was also built from the ground up to handle vehicle operations, mainly by changing the earlier game's 25m "range bands" into 15m squares, which also allowed the game's combat system to be easily scaled down to 1.5m squares to match the grids of deck plans for spacecraft that had been drawn up for the earlier Snapshot and Azhanti High Lightning games, or scaled up by orders of magnitude to handle other situations like mass combat units. Some of the alternate scales, notably naval warfare and space combat, were inconsistently handled for various good or bad reasons.
Other GDW games would go on to use this variable scale in order to handle resolution as well. Space 1889 alternately used large hexes of 200 yards to handle aerial vehicles like sky galleons, taken directly from the vehicle combat games Sky Galleons of Mars and Ironclads and Ether Flyers and more abstractly handled character movement in feet per turn, regulated by the Referee much as RuneQuest had done in its first few editions, or on close quarters maps with square grids. 2300AD, originally and somewhat confusingly (as it had no relation to Traveller) called Traveller 2300, also incorporated vehicles. Then, the so-called "House System" was developed for a new edition of Twilight 2000, among other reasons to revise the timeline and scenario to incorporate the rapid changes that had occurred in the late '80s and early '90s in regard to the Cold War between the US and the then-collapsing USSR that were so important to the game's setting. That system used a variable scale of 2m individual squares and (initially) 8m larger scale squares, followed by a change to 10m larger squares in a later refinement of the rules. Before the rules were refined, they were adapted to a few other settings: the Cadillacs & Dinosaurs comic book series (and soon also an animated series) and a cyberpunk/horror crossover called Dark Conspiracy. The former did quite well, but as a licensed property was somewhat limited in scope and potential. DC, unfortunately, was badly marketed (for instance, it took quite some time before I even really knew what it was, and the advertising made it seem like a Shadowrun knockoff more than its own game in part by using the same artists as SR). The refined rules, using a d20 to resolve success instead of the earlier d10 system, were then unveiled in an adaptation of the system to the Third Imperium setting of Traveller, though that interstellar polity was entirely (and, in retrospect, inexplicably given the previously existing fan base) swept away in the New Era. This was followed by a new revision of Twilight 2000 that included the newly revised rules, known as v.2.2.
As far as I know, that was the end of the heyday of games that deliberately incorporated human-scale and vehicular scale, if they used a tactical boardgame at all. GURPS and its imitator CORPS (and CORPS was a simplification and development of the earlier system that BTRC used in its games TimeLord, SpaceTime, and WarpWorld, which was similarly inspired by GURPS; another BTRC game, Macho Women With Guns, was another GURPS-inspired system, though more in that case as a parody - the company has since gotten its GURPS-worship out of its system, as their current house system, EABA, bears hardly any resemblance to the SJG game) were built for man-to-man combat and never easily handled even mounted combat due to the awkward scale. Later editions of D&D were similarly focused on human-scale in the tactical combat system at the heart of those games, though some effort was put in to handle such things as giants. Interestingly, they tend toward the same 5 foot (almost exactly 1.5m) spaces of games like Snaphot and MegaTraveller. But many games just dumped any tactical matters into the hands of the Referee, usually without even providing guidelines on how combat should flow, much less how to handle tactical considerations. Some games just turned matters into "story" issues, usually with "talking stick" mechanics like the "raise" system of Dogs in the Vineyard, foregoing tactics as a consideration at all.
It has become somewhat fashionable among "old school" gamers to disdain tactical combat boardgames in favor of more purely "theater of the mind", Referee-heavy combat resolution. While I do see a place for that sort of thing, I think that combat boardgames are also of value. It depends on the context, as Matt Easton might say. Tactical play, while not the only method or matter of interest in adventure games, keeps things from degenerating into resembling "JRPG" computer games, with alternating lines of combatants exchanging attacks and spells.