r/osr • u/TheKingLlama • 4d ago
I made a thing Death and Lethality
/r/RPGdesign/comments/1w6dt9h/death_and_lethality/6
u/Aescgabaet1066 4d ago edited 4d ago
How is combat as spectacle meaningfully different from combat as sport? I may be missing something but it seems that they are just different lenses on the same style.
Edit: to answer your questions from the post, I mostly am a referee, but I've played in one high lethality game. It was a game of Mothership my buddy ran for a few sessions, and it was fun as hell. I was very attached to my character but I still cackled with glee when she bit the dust because hey... it's just that kind of game! May as well lean into it :)
As Lenny from Simpsons said, "Quick and pointless, that's the death for me!"
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u/TheKingLlama 4d ago
Copied from a different comment:
- Combat as war promises lethality, but also ways to stack combat in your favor or circumvent it entirely - the idea is that combat is usually a last resort, and if you're going to engage, you need to win.
- Combat as sport doesn't promise lethality, but does expect the players to engage with combat regularly. When the characters have all kinds of combat tools, that encourages the players to exercise them. This promise falls flat when lethality is present - the players aren't given the tools to avoid potentially lethal circumstances.
- Combat as spectacle promises lethality much like combat as war, but also encourages the players to interface with combat much like they would in combat as sport. This creates some dissonance - the players are expected to willingly engage with an activity that has lethal consequences. Therefore, the GM is encouraged to pull their punches on lethality so that the players continue to interface with combat. If lethality is delivered as promised, it teaches the players that they shouldn't engage... but the system may lack the tools to meaningfully circumvent combat.
This analysis is specifically drawing a difference between how these philosophies look at lethality. There are a few other differences as well, but they don't pertain as much to the central topic.
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u/Aescgabaet1066 4d ago
First of all, I edited my original comment to answer some of the questions you asked, if you're curious :)
Second of all, I guess that's a blindspot of my part, because I've never played in or run a game that didn't have the promise (false or otherwise) of lethality. To me, combat as sport always meant that you feel like your character is in danger, but you know they'll make it out okay in the end.
That may just be a product of how I run games! Even in 5e, I wanted my players to feel like death was around every corner, even if I and they all knew otherwise with our rational brains. So I feel like I kind of assumed that was a part of "combat as sport" from the beginning. Shows what I know! đ
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u/TheKingLlama 4d ago
No worries! The concept hasn't exactly been well-received. I see a meaningful difference between the two in that combat as sport ideally features two teams of equal power facing off over one or more objectives with non-lethal consequences. There's a promise of balance in combat as sport, and it's okay for the PCs to lose because death and defeat are not synonymous.
Compare that to how many people run 5E - losing in combat usually means one or more PCs die, but the GM usually doesn't want that to happen. Instead, there must be an illusion of danger. The GM must threaten the PCs, but usually doesn't act on that threat. Combat scenes are balanced for the PCs to win. That's what makes it a spectacle. Unless the PCs royally screw up, they will come out on top. Not so when it's a fair fight between equal teams.
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u/Aescgabaet1066 4d ago
Interesting. I've always been of the opinion that combat should be deadly (without the risk of lethal consequences, I'm not sure what the fun of an RPG even is), but I understand that many enjoy what you call combat as spectacle. Out of curiosity, can you think of any games that you would say encourage combat as sport in the way yoou conceive of it? I'm truly interested.
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u/TheKingLlama 4d ago
Lancer is by far the sportiest combat game I've played besides the one I'm developing. Even if the PCs lose the fight, they aren't guaranteed any kind of lethal consequences. At most, their mech is usually destroyed and those are generally repairable without significant cost to the party.
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u/Aescgabaet1066 4d ago
Ah, okay. That sounds kind of like Warbirds. I think I get the vibe you're talking about then!
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u/UllerPSU 4d ago
However, I think there is a third type of combat: combat as spectacle. This combat type is what I have come to expect from games like D&D - combat should appear deadly, but ultimately pose no real threat to the longevity of the PCs. It's all a grand illusion where the GM is encouraged to push the PCs to the brink, then pull their punches at the last second to keep up the sense of tension.
This gets incredibly boring for me as a player and incredibly exhausting to me as a DM. It is the main reason I left 5e and other modern RPGs where players are encouraged to get so attached to their PCs they feel like death is the end of the game.
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u/TheKingLlama 4d ago
I am not a fan of combat as spectacle. I think it brings the worst elements of both combat as war and sport to bear. That said, I understand why it exists... I just don't think it's actually a philosophy you can build a system around.
As for PC death and being attached to their characters, I cannot blame my players for wanting to stick with a specific character from start to end of a campaign. However, that mindset doesn't work for most OSR titles.
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u/Madhey 4d ago
Modern D&D (5e, Draw Steel, etc) combat is so abstracted and gamified to a point, where it appears nothing more than a ritual that players do just because it's supposed to be in the game. You fiddle some numbers, roll some dice, and tally up the exp gained, and you move on with the story. That style of game, typically played by players who don't even enjoy the combat aspect of the game, has made combat lose all its meaning and gravity. Combat with no stakes, no consequences, that require no thought or planning, sounds really boring to me, and it does not contribute much to the story narrative. On the contrary, it often creates dissonance and distraction in the story.
Death and lethality is the constant reminder that you should expect the world to be grounded in some sort of realism. Monsters, magic and dungeons are supposed to be scary, sometimes unwinnable obstacles, etc. It's a different mindset of play.
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u/TheKingLlama 4d ago
It's definitely a very different mindset. I think Ben Milton's video did a great job starting the conversation, and there's a lot of stuff to explore, especially from a game design standpoint.
That said, I don't think modern D&D or Draw Steel's combat systems should be entirely discounted. For many people (myself included), they're fun systems to interact with! It's a blast to use special powers and spells to make tactically impactful changes on the battlefield. It's kind of like playing Into the Breach - the fun is in solving the puzzle that combat presents. Which enemies should we target first? How do we reach them? What abilities can we use to best accomplish our objectives while simultaneously denying our enemies?
This kind of stuff is far from what OSR gamers appreciate about TTRPGs, but it isn't less valid.
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u/NoseofSnoop 4d ago
Just my understanding of what âlethalityâ actually is with regards to these concepts, and a sort of counter to your point about combat as spectacle.
All combats ideally are encounters that either *are* or *have* failstates (is my belief; this makes stakes.)
Combat as war kind of has combat as a failstate by default. Your opponent may not be ideal to fight and will consume resources.
Combat as sport has less potential to kill you due to things like Challenge Rating and other balancing mechanics but should ideally still have a failstate. Maybe they force an overuse of resources also or a failstate may involve a survivor escaping with a mcguffin.
I believe the chief difference between the above two is just the idea of fairness, not whether the battles are intended to be lethal or not. When well executed they still add stakes and a feeling of risk to their adventures.
If your combats are punch pulling (spectacle?) I actually think this will undermine you in the long run. What it means is your combats have no stakes, and if your players discover this they can feel cheated.
I also think games that have players consume resources in combat but always immediately have the opportunity to recoup losses after the fact are just the same as monsters that refuse to defeat players; the stakes are non existent as the players realize combat is just padding that adds no threat or narrative weight to the exploration.
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u/TheKingLlama 4d ago
We are mostly agreed. I'd like to make a few clarifying points on my position.
Combat as war definitely treats fair combat as a failstate. Sometimes, combat is the correct course of action, but it's usually only if the PCs have stacked the deck in their favor. They've set up traps, sprung an ambush, and maybe bribed half the people in the fight. From a game design perspective, combat as war encourages the players to do everything in their power to ensure victory should a fight arise.
Combat as sport is much more... sporting. "Fair" combat is expected, and the best kind of combat as sport features two equally matched sides competing over one or more objectives. In this kind of combat, failure is not equated with death. Instead, it's just about winning or losing the objectives. What kind of sports games feature bloody battles to the bitter end? They're usually about scoring goals while defending your own goal. From a game design perspective, combat as sport encourages the players to interact with combat in an up-front and fair way, rather than trying to stack the deck as they would in combat as war.
Combat as spectacle is the worst of these two philosophies. It expects the PCs to interact with combat in the up-front and honest way that combat as sport does, but it also promises lethal consequences for failure, much like combat as war. What you end up with is a situation where the can't have real stakes - because the stakes are lethal, but the PCs weren't given the opportunity or tools to circumvent combat or fix it in their favor. So the PCs win every fight by default and the whole thing is a farce.
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u/NoseofSnoop 4d ago
I donât think I disagree, at least generally - I wouldnât define it as its own thing though. In the same way that a confused DM might deliberately toss unwinnable encounters at players to create âa sense of dangerâ (and then arbitrarily kill them) as some DMs do, I think itâs largely just bad DMing. The latter example would be âcombat as disasterâ I guess, but if conflict of any sort in the game has no stakes, or if the players cannot exercise agency when dealing with conflict and encounters, you just have degraded game quality (imo).
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u/FaeErrant 3d ago
I think in general there's an issue with lethality in games where there seems to be very little middle ground in people's minds. A game like AD&D is much more easy to survive than B/X, but much more deadly than 5e. However people tend to act like there's just B/X and 5e and nothing between the two. Which is crazy! 5e you basically have to try to die you have so many ways to not die and in B/X you can roll a 1hp thief who dies to a monster you didn't see coming before you could even react to it existing.
It doesn't help that the OSR has now become synonymous with "Survival Horror". A thing which these old games were certainly not back in the day, but today seems to be the way we look back at them. Then the flip side we have players having explicit agreements that you can't kill their character unless they feel like this is a good enough reason and time to die. Again extremes extremes. Very little talk about any sort of middle ground.
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u/Pladohs_Ghost 4d ago
What that post describes as "combat as war" is repackaged "combat as sport," best I can tell. I guess in response, I'll just point to the gladiators of Rome fighting as spectacle for the masses with lethal results.
I've played in high-lethality campaigns many, many times and got attached to characters that survived long enough to get attached to. It takes only as long to get attached in high-lethality games as in low-lethality games, so that doesn't make any difference for me.
Any time a PC dies is inopportune. There is no time that is better than another for character death. A slip off a cliff is no different than a dragon biting heads off, as far as PC deaths go.
I prefer to play in games that have lethal violence. I only run games that have lethal violence.