
There is a reason why most of us prefer WFRP's
combat system to Rolemaster's. It is simple, quick and deadly.
In fact, WFRP is probably the best compromise possible between
realism and playability. And yet, as straightforward as it seems,
running combat poses certain difficulties for a GM. First of
all, combat remains the most time-consuming and rule-heavy part
of role-playing, even in WFRP. Lots of characteristics, dice
rolls and calculations are involved (just think of the rules
for Strike to Stun), as well as keeping track of almost every
second of game time and the positions and movement of several
PCs and NPCs. Thus running a short skirmish between the PCs
and a handful of skaven can easily consume half an hour of your
playing time. On the other hand, your players may become bored
by the sullen routine of attack rolls, dodges and critical hits,
because WFRP's combat system does not seem to present many options.
At worst, combat may become a mere game-within-the-game, consisting
of dice rolls, maths and munchkin tactics, which has nothing
to do with role-playing any more. As a GM, you want to avoid
that. The aim of this article is to give you a few ideas of
how to keep your players interested in combat.
Make Combat Rare and Deadly
First of all do not overuse combat. If you keep it rare, it
will remain something special. One big fight per session is
generally more than enough. To achieve that give your PCs opportunities
to avoid any combat situation that is not vital to your scenario.
If you keep your fights fair and deadly, sensible players will
use those opportunities. Thus a second piece of advice is not
to fudge dice rolls in favour of the PCs too often. Your players
should always be aware of the fact that any hit scored by their
opponents is potentially deadly. If combat is used as a last
resort, the players' fear for their characters' lives will heighten
their feeling of suspense during fights.
The Power Problem
With their experience increasing, however, PCs will of course
become more self-confident. Players may come to trust their
high stats and several layers of (magical) armour. Evidently,
you should avoid characters becoming too powerful too soon.
Yet campaigns tend to go on for years and thus PCs will inevitably
become too powerful to care about a bunch of stinking gobbos.
Increasing their opponents' stats may help, but it does not
add to the realism of your campaign world if players realise
that orks have miraculously become stronger or that the frequency
of encounters with wyverns increases dramatically. You may,
of course, send them on a special quest or into a different
area to motivate such changes. Another possibility it to increase
the number of opponents, but this tends to turn combat into
an even more tedious dice-rolling extravaganza.
Make Your NPCs Smart
A better option than increasing stats or numbers is to make
your PCs' opponents more intelligent. Many players are torn
out of their usual fighting routine by an NPC who has and actually
uses a Disarm skill. Very often, NPCs are much more familiar
with the terrain on which the fighting takes place. Make them
use their knowledge! Think of what strategy they would use when
forced to defend their ground. Have NPCs cut through the ropes
holding a chandelier, roll barrels down stairs or distract the
PCs with a Sounds spell! Surprise your players by being creative
about fighting and turn the weaknesses of their opponents into
strengths. One of my players is traumatised ever since a handful
of goblin sprogs in a greenskin kindergarten bit his third career
character half dead, simply because they had started to climb
up his breeches and bite through the straps of his breast plate.
Encourage Creativity
Such creative game play on the GM's part may in turn inspire
your players to use their heads as well as their WS during combat.
The possibilities for actual role-playing in combat are endless.
Your PCs may want to use improvised weapons and cover, they
may undertake risky manoeuvres to improve their fighting positions,
they may try and trip, shove or grapple their opponents. If
WFRP does not provide rules or skills for all of these actions
that does not mean that they are not possible. In such cases
the GM must decide what is plausible and what is not and ask
for the appropriate test. If forced to choose between the rules
and a player's creativity, always go for the latter - within
the limits of a certain realism and balance. Do not let flic-flacs
become an everyday sight, but neither look for the appropriate
skill on his character sheet if a PC wants to pull a rug from
under a thug's feet. Such encouragement of creative combat is
very rewarding and makes combat much more interesting, most
of all for characters whose stats and skills do not make them
natural fighters. I have rarely seen one of my players happier
than when she managed to disarm a prison guard using a chair.
Be Prepared
On the technical side there are a few play aids you may use
to make running combat easier for you. Firstly prepare a sheet
of paper with all relevant stats and skills for each combat
encounter you are planning. Do not use too many different NPCs
or monsters in one group, for that makes it more difficult for
you to keep track of stats and wounds. As a rule of thumb, use
a few creatures straight from the template in the rulebook and
add one or two NPCs with different stats or weapons.
Use Miniatures
In order to visualise combat and to keep track of positions
and movement more easily, it is advisable to use miniatures
or counters. An easy and quick method to create the fighting
terrain is to take a piece of cardboard marked with hex-grid,
put some adhesive foil on it and use non-permanent markers to
schematically draw the fighting environment. Do not go into
too much detail, for this would only limit the players' creativity.
Try not to digress into actual wargaming by enforcing strict
rules on miniature movement and so on. The board is supposed
to be nothing more than a visualisation aid and it is certainly
not to become a board game in its own right. The players should
not be encouraged to identify with a 30 mm figurine. However,
using miniatures tends to avoid confusion about who is where
and how many opponents are still up and standing.
By preparing well and using these little helpers
you will be able to cope with the technical side of combat rather
effortlessly. This leaves you with more time and energy to think
of original and surprising moves on the part of your NPCs and
monsters. What is more, you will be able to focus on dramatic
descriptions of the fighting action, wounds, feigns, parries
and critical hits. In one word, you will be able to role-play
your fights. (mw)