This is from a somewhat out-of-date note I wrote to myself, intending to post here earlier. Still, it’s not too late to weigh in.
This is just a rough thought right now, but I may attempt to devise a new combat mechanism for Razed’s version of the Gumshoe system. To date I have been playing with the system as presented in Trail of Cthulhu and The Esoterror Factbook, to varying degrees, to make sure I grok them as they currently exist. They work.
Yet, still, I wonder if Razed doesn’t need something a bit different to help it feel distinctive, to give it a kind of action that’s frenetic and desperate, but not in quite the same way that fighting and fleeing eldritch horrors is in Trail of Cthulhu.
In our playtests to date, action in Razed has been chaotic and quick, but not always especially dangerous. It seems to be all or nothing — the characters emerge unscathed or almost dead. Like in Trail of Cthulhu, characters often find themselves outgunned and on the run… which is good for about half of the encounters in Razed. But Razed also needs to handle wilder, more frequent combat while simultaneously being more merciful. (There are not, after all, a lot of well-stocked and working hospitals left.) Razed isn’t necessarily about action-movie stars, but it does need to facilitate more action-oriented play sometimes. Characters need to be a little more adventurous than ordinary folk, at the very least.
It’s a balancing act. Sometimes, the right thing for characters to do is hide out, hold their breath, and hope the alien menace moves by without detecting them. Other times, the characters want to make a coordinated strike against their extraterrestrial foes, using their combined might to hurt the invaders. And sometimes you want to battle it out on the back of a moving truck. Razed needs to be able to handle all of that, with individual scenes playing out for different dramatic purposes, while still being recognizably Gumshoe.
It’s a tall order, and the best fit might be to subtly tailor rules that already exist. But I have a few ideas I’d like to test in actual play, too, to see how they work. Stay tuned.
This is an exciting time in the design of an RPG — when lots of ideas are still on the table. But it’s also a tricky time to write about, because I’m sure some spectacular failures still stand between me and the final game rules. I don’t want to get your hopes up for a new combat system when one may not be forthcoming, but I do want you to know that the combat mechanisms of the game are still open for debate.
Music: Ladytron, “Destroy Everything You Touch”