Monday, February 9, 2015

Legend: Play Test Report #1

We had some fun with the Legend system over the weekend, and I wanted to share our experiences.

The combat system is fun to play and run, it has this 'medieval armor simulation' thing going on, and it also allows for way more player involvement than your standard D&D or Pathfinder combat. It does feel like combat is very old-school with hit locations and sectional hit points, but we were amazed at the constant choices the game gave you when it came to offensive and defensive special moves.

Players had choice in how they wanted a blow to land, or what special way they wanted to put an enemy at a disadvantage. Enemies had this choice as well, which makes the game very deadly and tactical. It all depends on skill and being able to get a roll good enough to start pushing the combat the way you wanted it to go, with the possibility out there of a lucky hit sending your entire plan into the garbage bin.

My players preferred it instantly to D&D and Pathfinder's combat system, and had a lot more fun with it the first couple fights.

I can see this system not surviving players used to D&D on the first night, it is shocking to see your "average Joe" go down in one hit. It is also very satisfying to dispatch an goblin with a bonk to the head with a club, knocking the monster out. It is a system that takes time to learn and get good at, and there is a point where you know how it works but not how to be great in it that could lead you down the path of frustration.

As a simulation-ist combat system, it is a blast and incredibly fun to play and learn. It also is an eye-opener for players used to the "hit it and forget it" style of D&D, where atomic rolls happen and have little lasting impact other than taking the enemy's hit points down by a couple points.

And then we hit a small snag.

We had an issue where a player reported he felt he needed armor to survive, and felt the game forced him down that path. This was a tough one to deal with, because of the simulation-ist nature of the game, of course you need armor. It was true then in combat, and it is true today. But it didn't fit his character concept of an Assassin's Creed style character to start dolling up in plate armor. But this character got taken down in a single blow because he wasn't wearing armor. But isn't that realistic? But is that fun? But that's how this game works, and to be honest, D&D forces you to wear the best armor as well. But I don't like feeling forced to wear plate armor for a game benefit. But soldiers need armor and helmets! But I feel something is wrong, and I am being forced into this. But your character is an average low-level guy. But it still feels wrong.

You can see where this went.

Stealthy lightly-armored assassins are possible in this game, but I got the feeling this type of character only opens up at higher levels of play. You are not going to start out a ninja in this game, and you will be lucky to survive your first encounter with rats. If you are fighting anything intelligent with weapons and smarts, be prepared for a 50-50 fight if you are matched in numbers. This is very much a "medieval weapon simulator" at low levels, and you need to don the ye olde armored vest and helm in order to survive. It feels a lot like Warhammer Fantasy in that regards.

Part of it feels like a collision between not knowing the combat options well enough to be able to survive, and having a lower-level character in play who frankly can't survive being hit with a wet rat on a stick. This is one of those common points when learning a roleplaying game where you understand the dicing and game systems, but not much about how the rules can help you survive. It is that 'deadly phase' where you do all sorts of stupid stuff later on you would laugh at (if you are still playing the game and didn't get discouraged), and this takes real effort to get over and achieve that golden chalice of 'system mastery'.

This is also the time where players flee back to other games and go with what they know and feels right. It is the danger of unfamiliarity, and wanting to play a game that gives that immediate gratification and supports notions of character concepts as seen in video games, TV, and movies. If a game supports the notion of the Assassin's Creed character better and easier (at low level) than this game does, then that game is a better game. Right?

There's a danger in fantasy that caters to fantasy, where the fantasy is so divorced from reality that some player's notion of what's real becomes the fantasy.

For a game that is more focused on delivering a semi-realistic experience such as Legend, it is a problem. Expectations are all out of whack, and players come into the game expecting what they see in video games and in the movies to be the 'game reality'. This applies to in-game choices, such as an expectation of all armor choices to be of equal value, even 'no armor' versus plate. Video games give us this option and put clear benefits behind wearing no armor, such as increased movement, dodge rates, and a package of other benefits making the 'no armor' choice equally attractive when compared to 'full armor'. If it is this way in Call of Duty then it should work the same way in tabletop games, right?

But you get on a real-life IRL battlefield a thousand years ago or today, and the notion of 'no armor' being a equal and valid choice to adequate protection starts to seem pretty silly. Yes, some soldiers are lighter armored than others on every battlefield, but the ones up on the front lines (in every age) typically wore good stuff. To be fair, Legend has some benefits for the 'no armor' choice, but still, armor is generally a good thing to have, and this comes from real life medieval warfare simulation and history.

But it is a fantasy game!

But this game is supposed to be realistic.

But games are supposed to be fun! Realism does not equal fun.

I like realistic combat simulators, in both RPGs and computer games. There is a tactical challenge you are trying to overcome, an impossible world you are trying to survive in, and a set of behaviors you are bleeding through in order to beat the system and come out on top. I am reminded of classic games like X-Com, Jagged Alliance, and others that gave you those tough and deadly choices to make, and many hard lessons to learn. Easier games may give you that 'feels good' easy-mode story and action focused experience with the same weapons and scenarios, but this doesn't 'feel right' to me.

I like story-based and action-based games for lighthearted fun and movie-like entertainment as well. But I like hard-core tactical realism also.

It is a problem I don't feel we are going to get past with this game. I hope we do, because I like the system a lot. I just see other games being easier for players to get their 'expected fantasy experience' from, and Legend becoming an interesting experiment.

Maybe it's me as a referee, maybe I am playing this too hard-core. Maybe I should be fudging dice rolls, or handing out tons of hero points to spend for cinematic action. A hero point can take the place of a helmet in this game, so maybe players should have that many to throw around.

And so it goes. I think the real issue here is my expectations as a referee versus my player's expectations as fantasy gamers.

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