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Exemplar
In many events I see quite often either (A) the town is attacked by a contingent of NPCs that the whole town must defend against, or (B) an enemy is identified and the whole town is either rallied against the enemy or the whole town feels like joining the group attacking this enemy. Now, a "Town Battle" can be done well and it is even possible for it to be done so as to mitigate the issues I outline below. But, more often then not, due to planning errors, NPCs AWOL, PCs surprising Plot with a horde, etc. these problems often crop up.
This is not to say a "Town Battle" cannot be done well, just that most town battles are unable to account for a majority of problems associated with it. I feel this post will help bring to light the many issues revolving around a major "Town Battle" and either they are addressed by the Plot team when planning for the battles, or major "Town Battles" are avoided altogether except for when a lengthy plot line calls for one.
1) Scaling
- Scaling a "Town Battle" requires that plot provide a challenge to both the high level characters with lots of magic items, and the low level characters that can barely afford the equipment they are wearing. This poses a significant challenge for the Plot people because they need to be able to make those same low level players feel effective while making sure the high level players don't roll through like a steam-roller on nitro going over a pack of puppies. At the same time, Plot needs to make sure the challenge they have for low level characters is not taken by the high level characters, and the challenge for the high level characters needs to encompass more than "add resists, immunities, and Body for a 15 minute damage output contest" or "waves of monsters with resists, immunities, and inflated body and/or damage reduction". This is by far the easiest problem for a Plot team to deal with, even though it is a significant challenge in and of itself.
2) Herding Cats i.e. NPCs
- If the big plot for the weekend revolves around a huge "Town Battle" that requires many NPCs, there needs to be many NPCs available. This generally means all other plots around the time of the battle either (a) need to be finished first, which delays the "Town Battle" to be later while waiting for the NPCs to become available; or (b) be suspended until after the battle, which generally means the PCs are tapped after the battle or bored until the battle happens or both. Not only that, but the Plot team needs to ensure that there are enough NPCs at the event (if there aren't Plot needs to get creative while taking into account (1) above) and that those NPCs are awake with enough energy to be coherent in battle.
3) Herding Cats i.e. PCs
- If the big plot for the weekend revolves around a huge "Town Battle", PCs need to be aware of the battle, be awake, and be within range of easy acquisition in order to be involved. The earlier in the evening/day this is done, the easier it is. But, for most "Town Battles" I have seen (with a few exceptions), due to problems inherent in (2a) above, these battles take place later and later in the night. This means as time goes on PCs tend to go to bed. Unless the PCs have a system to be awaken from their slumber and quickly get ready for the battle (once Plot and Monster Camp is ready), these PCs that want to participate are left out of the battle. In addition, some PCs do not want to participate in a "Town Battle" because the player does not consider that fun. What is that/those player(s)/PC(s) left to do while the NPCs get ready for, and run, the "Town Battle"? Plot needs to take that into account and plan accordingly.
4) Safety and playing in the dark
- I know, I know. There is too much concern for safety in this game according to some people. For the most part, I agree, but with regards to "Town Battles", specifically as a result of (2a) above, the battles take place later and later in the evening. And often these battles take place in areas with inadequate illumination. This leads to more problems when people are running (I didn't see that stump/ditch/gopher), when people are swinging (I swung at a mass and connected with your head/groin/boobie), and when people are throwing packets (I threw my spell and accidentally hit you in the eye/groin/boobie). This causes more problems (and potential injuries) and more holds which decreases the immersion of the game. Speaking of holds ...
5) HOLD!
- There are so many people shouting, so many people swinging, and so many people throwing packets of birdseed that it is difficult for everyone to know who is taking what. This results in numerous holds related to "I got you with a Confine! "I got him with a Prison!" "I tagged you with an Magic Eviscerate!" "I struck him for about 200 Earth in increments of 10 by weapon swings!" "I threw a Prison, but I didn't see if it hit you" with the bad guy saying "OK, Bane, Cloak, Resist, Evade on 5 of those weapon swings, and taken on the rest." In big "Town Battles", this tends to happen multiple times. And Holds reduce the immersion.
6) Treasure
- Oh, where to begin? Treasure is quite possibly the worst part about big "Town Battles" in that there are (a) a lot of adventurers slaying things; (b) some, but not all, adventurers looting things; (c) a disparity in loot distribution between characters; (d) ninja/scavenger looting in that characters loot without putting it into the pot for disbursement at the end; (e) characters that demand they get the same share for casting a Flamebolt as the guy that Resurrected; (f) a large number of people with many opinions on how the Treasure should be divided when discussions take place after the battle; and (g) players going to bed after the battle with no knowledge of loot distribution and thus not getting their share. This is probably the biggest reason why I despise town battles because there is no way for plot to control it without having a specific NPC getting involved. All other problems can be mitigated by Plot's careful planning, but this aspect is always in the hands of the players which means it will always be unfair to someone.
This is not to say a "Town Battle" cannot be done well, just that most town battles are unable to account for a majority of problems associated with it. I feel this post will help bring to light the many issues revolving around a major "Town Battle" and either they are addressed by the Plot team when planning for the battles, or major "Town Battles" are avoided altogether except for when a lengthy plot line calls for one.
1) Scaling
- Scaling a "Town Battle" requires that plot provide a challenge to both the high level characters with lots of magic items, and the low level characters that can barely afford the equipment they are wearing. This poses a significant challenge for the Plot people because they need to be able to make those same low level players feel effective while making sure the high level players don't roll through like a steam-roller on nitro going over a pack of puppies. At the same time, Plot needs to make sure the challenge they have for low level characters is not taken by the high level characters, and the challenge for the high level characters needs to encompass more than "add resists, immunities, and Body for a 15 minute damage output contest" or "waves of monsters with resists, immunities, and inflated body and/or damage reduction". This is by far the easiest problem for a Plot team to deal with, even though it is a significant challenge in and of itself.
2) Herding Cats i.e. NPCs
- If the big plot for the weekend revolves around a huge "Town Battle" that requires many NPCs, there needs to be many NPCs available. This generally means all other plots around the time of the battle either (a) need to be finished first, which delays the "Town Battle" to be later while waiting for the NPCs to become available; or (b) be suspended until after the battle, which generally means the PCs are tapped after the battle or bored until the battle happens or both. Not only that, but the Plot team needs to ensure that there are enough NPCs at the event (if there aren't Plot needs to get creative while taking into account (1) above) and that those NPCs are awake with enough energy to be coherent in battle.
3) Herding Cats i.e. PCs
- If the big plot for the weekend revolves around a huge "Town Battle", PCs need to be aware of the battle, be awake, and be within range of easy acquisition in order to be involved. The earlier in the evening/day this is done, the easier it is. But, for most "Town Battles" I have seen (with a few exceptions), due to problems inherent in (2a) above, these battles take place later and later in the night. This means as time goes on PCs tend to go to bed. Unless the PCs have a system to be awaken from their slumber and quickly get ready for the battle (once Plot and Monster Camp is ready), these PCs that want to participate are left out of the battle. In addition, some PCs do not want to participate in a "Town Battle" because the player does not consider that fun. What is that/those player(s)/PC(s) left to do while the NPCs get ready for, and run, the "Town Battle"? Plot needs to take that into account and plan accordingly.
4) Safety and playing in the dark
- I know, I know. There is too much concern for safety in this game according to some people. For the most part, I agree, but with regards to "Town Battles", specifically as a result of (2a) above, the battles take place later and later in the evening. And often these battles take place in areas with inadequate illumination. This leads to more problems when people are running (I didn't see that stump/ditch/gopher), when people are swinging (I swung at a mass and connected with your head/groin/boobie), and when people are throwing packets (I threw my spell and accidentally hit you in the eye/groin/boobie). This causes more problems (and potential injuries) and more holds which decreases the immersion of the game. Speaking of holds ...
5) HOLD!
- There are so many people shouting, so many people swinging, and so many people throwing packets of birdseed that it is difficult for everyone to know who is taking what. This results in numerous holds related to "I got you with a Confine! "I got him with a Prison!" "I tagged you with an Magic Eviscerate!" "I struck him for about 200 Earth in increments of 10 by weapon swings!" "I threw a Prison, but I didn't see if it hit you" with the bad guy saying "OK, Bane, Cloak, Resist, Evade on 5 of those weapon swings, and taken on the rest." In big "Town Battles", this tends to happen multiple times. And Holds reduce the immersion.
6) Treasure
- Oh, where to begin? Treasure is quite possibly the worst part about big "Town Battles" in that there are (a) a lot of adventurers slaying things; (b) some, but not all, adventurers looting things; (c) a disparity in loot distribution between characters; (d) ninja/scavenger looting in that characters loot without putting it into the pot for disbursement at the end; (e) characters that demand they get the same share for casting a Flamebolt as the guy that Resurrected; (f) a large number of people with many opinions on how the Treasure should be divided when discussions take place after the battle; and (g) players going to bed after the battle with no knowledge of loot distribution and thus not getting their share. This is probably the biggest reason why I despise town battles because there is no way for plot to control it without having a specific NPC getting involved. All other problems can be mitigated by Plot's careful planning, but this aspect is always in the hands of the players which means it will always be unfair to someone.