Alright, let’s start with discourse, shall we?
Gatekeeping Combat
Three days ago, the Gorgon Bones blog made this post about fighters in TTRPGs (particularly the OSR): https://gorgonbones.blogspot.com/2024/02/choosing-fighter-means-choosing-violence.html?m=1
I recommend reading the post, it’s fun (and the comments are hilarious). But, for those who don’t have the time or attention span (trust me, I’m lacking in spoons right now too), this is a relatively short joke that suggests protecting the Fighter class’ niche by making it the only class able to participate in combat. This, on its face, seems like an inherently silly idea—because it is—but people have been interacting with it as a serious suggestion. This comedic concept has spawned a legitimately interesting design discussion. So, let’s engage with it as a thought experiment. How would one make this function in a fun and reasonable way? The simple answer is that you have to start with conflict.
Conflict in RPGs, particularly in Dragon Game derivatives (such as the OSR), is often violent in nature. This presents the first hurdle: How do we centralize combat to 1 class when it’s a major source of conflict, conflict that people inherently want to engage in? As I see it, there are two approaches:
Decentralize Combat.
Redefine “Engaging in Combat.”
Decentralizing combat is kinda just what it says on the tin; make combat a less important source of conflict and means of resolving it. The two biggest examples of this—to me—are Investigative Horror Games and Stealth Games, both of which rely on central conceits that CAN involve violence but don’t necessarily rely upon it. A non-OSR example would be John Harper’s Blades in The Dark, in which combat is resolved the exact same way as every other conflict: through a series of dice rolls that result in ticking and unticking a clock (with possible complications).
Redefining what it means to “engage” requires a bit more definition than the prior approach. “Redefining” can be subcategorized into two somewhat disparate techniques: Redefining goals and redefining interactions.
In any TTRPG combat, the party tends to have a list of goals that exist in a hierarchy of priority. For example, in a traditional D&D or Lancer combat the hierarchy of party goals might look like this:
The Contest (express martial superiority, wipe out the opposition, or otherwise win the combat)
The End State (survive the combat and prevent as much harm to yourself or other party members as possible)
The Barrier (achieve the exploration or narrative goal that’s being hindered or prevented by the combat)
“Redefining” these goals is more accurately described as a re-ordering of their hierarchy based upon whether you are or aren’t the Fighter, usually through gameplay incentives. An incredible example exists in the form of Mike Pondsmith’s Cyberpunk 2020, in which the Solo role (through virtue of acting first and being generally able to specialize heavily into combat) can almost singlehandedly decide the outcome of any fight in which they are present. If there is one Solo on the field, their side is probably going to receive a swift victory; your job, as the non-Solo, is simply to not die and accomplish what you actually came here to do. If there are two Solos on opposing sides of the combat, their goals change to winning their private fight; your job, as the non-Solo, is to survive the surrounding combat until the Solo is free again (or to run if they lose). In almost every combat, the Solo will prioritize the Contest while the rest of the party will prioritize either the End State or the Barrier, something aided by Cyberpunk’s lethality and its nature as a heist game.
“Redefining combat interaction” is . . . actually found everywhere. This is your basic class differentiation taken to a greater extreme than you may find in most tactical RPGs. For example, let’s look at the Combat relevant difference between the Thief/Rogue/Mercenary and the Fighter in a majority of games that use such classes:
The Fighter - Deals a lot of damage with consistently accurate attacks (sometimes also makes multiple attacks on their turn). Has high health.
The Thief - Deals a lot of damage with one really powerful attack made from stealth, sneaky (sometimes good at dodging). Has low health.
The differentiation is there, but it’s not really significant (for the purposes of this thought experiment). Both classes focus on damage output, but one makes multiple attacks and one makes a strong attack that requires setup. Let’s try to take this difference and expand it (with a little help from our dear friend Tolkien), particularly by focusing on what makes the Thief unique in comparison to the Fighter:
The Fighter - Deals a lot of damage with consistently accurate attacks (sometimes also makes multiple attacks on their turn). Has high health.
The Thief - Subverts direct combat through the use of trickery and cunning, plays support for the Fighter (sometimes good at dodging). Has low health.
“Subversion,” in this context, simply means fighting dirty. The Thief shouldn’t be engaging in a head-on fight, they’re a Thief. Their interaction with hostile entities should always be tinged by deceit, their goal should always be to throw their enemy off balance, to create openings for others and themselves to use. If your Thief isn’t constantly throwing pocket sand and disarming opponents and knocking chandeliers on top of them and pulling cloaks over their eyes and poisoning them and . . . are they really living out the Thief fantasy? By strengthening the Thief’s core identity, leaning fully into the trickster aspect, we have redefined how both classes interact with Combat in such a way that has made direct, head-on-head violence the apparent specialty of the Fighter.
Conclusion
As much as the original Gorgon Bones blog post is a joke, Jenx does point out a real issue that’s plagued class-based games for a while: a weak niche makes a weak class. Not necessarily mechanically weak (although that can also happen, looking at you CP2020 Cop), but weak in the sense of fundamental design. Strong niches, even if every class has the ability to participate in combat, are born of purposefully and carefully built interactions with the conflicts presented by a game’s rules and environment. If combat is too great of a focus, everyone is going to want to be able to play the guy who’s good at combat; if winning combat is the sole goal of any given encounter, everyone’s going to play the guy that’s good at winning combats; if every class gets good tools for dealing damage . . . well, I don’t really have to spell that one out, do I?
If you’re designing a tactical, class based game: don’t make the Fighter the only class able to engage in combats. It’s lazy, it’s silly, and it won’t be fun for very long. You may notice that, while the two games mentioned here have classes that EXCEL at direct combat, neither of them fully limit it. Instead, the proper lesson of this thought experiment is a far more common one in our field: keep in mind the incentives you’re building into both your game and your classes, and be aware of how all these moving parts interact with and affect each other. After all, the Solo wouldn’t be nearly as good if Cyberpunk wasn’t so lethal, and the Cutter would be far more ubiquitous if Blades in The Dark had a dedicated combat chapter.
Self Promo
Hey! Thanks for reading. Sorry to leave ya with Baby’s First Game Design Lesson, but I hope ya enjoyed the journey there. If you’d like to see my recent attempt at a class based fantasy game, you can click here to check out Hollow Halls. Otherwise, I hope y’all have a great night and a great day!
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JJK OLYMPICS OHHH YOURE A GENIUS
head spinning w sooooooo many athlete aus rn…..
satoru honestly isn’t half as cocky as the media makes him out to be but he could be because you bring up world champion men’s freestyle swim times and it’s his name on the scoreboard ten times before someone else shows up. he’s faster than himself by fifteen seconds all around, he’s earned a bit of cockiness. mentioned in the last post that whenever he’s at a competition and he finishes a race, he looks at the camera and signs a little infinity sign and then blows a kiss to you. some bitter old coach always calls him out on it, and gets him fined for unsportsmanlike conduct, and he’s happy to pay the fees if it means getting a message home to you, but eventually you two come up with a new code; and at his next race, he places gold, turns to the camera, crosses his middle finger over his pointer finger and smiles. when he’s in his post-race interview, he makes sure to explain that he does it for you with the widest smile on his face.
megumi nepotism baby but not in the same sport. toji was a multi gold medalist back in his heyday for shooting, so it’s not really a surprise to anybody that megumi has scary good aim, but he takes to archery instead of shooting. actually the idea of megumi being an emo little kid and throwing rocks at a tree when his dad pissed him off his hilarious, and even funnier is toji watching him, slightly amused and a little scared because megumi is maybe six and hitting the exact same spot every single time. he grows to be very blase about it—it’s more of a release/hobby for him that he happens to be really good at, and well, now good enough to earn a few olympic medals. megumi is not a fan of having his dad ruffle his hair on international television after he’s won, but he supposes it can’t be helped.
i don’t know where to put yuuta…. tennis…. tempting….. him in his little white shorts…. little grunts after he serves…. cries….. a complete 180 in his personality when he’s playing vs doing anything else. so charming and sweet and kinda shy when he’s being interviewed, and the second he steps on the court his eyes are so cold it’s scary…. need him… extremely nerdy about his rackets, and shoes, and clothes, and rambles to you about aerodynamics and posture and torque whenever you ask him to teach you, and you always have to shutup him up with a kiss and remind him that yeah you sort of want to learn to play tennis for him, but mostly you came bc he looks hot doing it. once he got asked in an interview if he ever thinks about you while he’s playing and his response was very concise, “no, never. it would be a big distraction,” and did not realize the implications of his heavily televised words.
also…. not to make this post 40% yuuta but we could pull from canon a bit and make his sport fencing. he doesn’t excel because he’s the strongest, it’s because he’s learned to treat the sword as an extension of himself and a good strategist… also because i like the image of him pulling the helmet/mask off and shaking his hair out………..
don’t even know where to put yuuji…. volleyball? basketball? track and field??? the irony of him easily being the most athletic but canonically does not want to play sports 😭 but i can see him playing a sport because someone scouts him and it turns out to be a way to make steady money to support himself and his grandpa :( by the time he’s qualified and made it to the olympics, wasuke is doing much better (thanks to yuuji having landed some preemptive sponsorships and being able to afford better medical care), but not so well enough that he can travel across the world to watch yuuji play. wasuke tells you that you should travel and be with yuuji, but yuuji is so touched by the idea that you would stay with his grandpa and be by his side when he’s away :(( he wins gold, of course, and he doesn’t even wait until the closing ceremony—which, he’d mentioned in all of his interviews, so nobody can be too upset. he’s on record saying, “i’m excited to play, but i’m even happier to be going home. my girlfriend and my grandpa are watching me and i miss them!” several times— he’s on the first flight home with flowers, and tears in his eyes. puts his gold medal on his grandpa’s neck as a thank you, and spends probably thirty minutes straight hugging you and kissing you and honestly don’t put it past him to propose now that he’s got nike ambassador money
nanami started judo as a way to relieve the stress of his overbearing job, and someone at the gym/training center notices he seems to be a natural despite being a beginner. he starts to draw a crowd, which annoys him at first because the point of judo was discipline and release from having to deal with too many people at his office job, but nanami supposes he can’t be too mad when you introduce yourself as a talent scout and offer him professional training. there’s irony in him accepting your offer, because it was definitely not based in professionalism at all… quitting his job as a salaryman to become a professional athlete in his mid-twenties was not on his bingo chart, but if it means he will have met you, then so be it. you’re with him all the way, through his training, competitions, world championships, qualifiers, all the way until he’s on the podium. you’re the first to congratulate him, but he interjects by telling you he’s quitting. you ask him why—he just won at the olympics for crying out loud, but nanami just shakes his head, puts down his flowers and his medal so his hands are free to hold your face and tell you, “it would be unethical to kiss my manager, so i am quitting.” (later, when everything is said and done, and you two are cuddling, you mention to him that he could just hire a new manager, and not quit his new career, to which he blushes because yeah… that’s probably more rational, but rational was not in his train of thought at the time)
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Chilcille huh... ngl I was a little suspicious. like why would you do that, huh... hope youre not mischaracterizing anyone in your weird and wacky ship. a little weird. but then you said they both had flat asses and you know what? I salute you and your perfect characterization
The fact you seem to think you managed to not make this ask insulting is baffling. What the hell. Fuck off.
If you actually care to be open minded about the ship, I talk about marchil on my sideblog 24/7. Funnily enough I’m currently 4k words deep into an analysis of their character arc together in canon, but that’ll take some more days to get done. Some notable posts:
Of course without counting the analyses of Chilchuck on his own I’ve made, like my masterpost on his family situation. Or better yet you could also read my fics for them, see how weird and wacky they are here.
Wanna talk about mischaracterisation? They’re literally a comedic duo who interacts 24/7. Marchil is crazy bc ppl are like "did those shipper read with their eyes CLOSED?? They have no chemistry!" Meanwhile canon is like:
"She’s obsessed with knowing everything she can about him and she reads him like a book." In her eyes he’s like that extra rare and hard and shiny unlockable dating sim character, that brooding mysterious character trope that’s thrilling to crack open and typically is at the center of the plot. The wife roleplay????
"Hey, did you know his type is blondes. Hey did you know he likes his women pretty and blonde. Hey did you know he likes her hair. Hey did you know that he teases her 24/7 and it’s one of the few things that consistently gets him grinning because he finds her reactions cute." Like a schoolyard bully pulling on the pigtails of the girl he likes.
It’s not like they have any thematic narratives or relevance. It’s not like she’ll live to 1000 and has existential dread about it while he’s logically gonna be her next friend to die at 50 and wether it’s romantic or platonic it’ll terrify her to lose him. It’s not like it’s fear of death x fear of rejection so they’re both obsessed with the thought of loss looming, past and ongoing. It’s not like it’s half-elf x half-foot and there’s an inherent journey that was and still is to dispel prejudices and truly come to see each other. It’s not like he’s painfully real and raw and flawed but still a good man, that he’s not the figure of prince charming that she’s always dreamed of while still being virtuous and worth fighting for. Or you know, her hair being golden and it being the epitome of beauty to him, and his hair turning silver and it being Marcille’s worst nightmare.
Just a weird wacky ship who means nothing but shallow things to people who have weirdo reasons for liking it. Like can you not. If you’re not imaginative enough to think of reasons why this ship may have an appealing dynamic that’s not my issue.
But yes, yes, they’re both flat asses to me, thanks.
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