"Someone wants something and they have to fight a determined foe for it."
"Someone wants something and they have to
battle a determined foe for it." Yup. Seize is how this is done.
The key for me is that AW2 suggests that battles are not explicitly iterative.
iterative example:
# A fights B => A wins and B loses.
Instead it's more chaotic and asynchronous.
example:
# A starts to fights B, causing C D E to happen.
# AB rolls, and that resolves, but C, D, and E continue snowballing regardless.
CDE in this case could be long term narrative implications
or immediate moves like inflicting harm, announcing badness, taking something away, forcing people apart.
There's another aspect of this style that has immediate benefits.
Here is an example of play I've seen during an AW1 session.
The Sitch We have 3 PC's wading in to fight a gang's stronghold, they want to conquer the location.
The Detail The exact positioning of the enemies don't matter much. Since the one roll determines the fictional state of affairs, win or lose, the implications of the NPC's position are flavor to barf forth from, but not essentially deterministic. We could zoom in an do this in incremental steps, but for the most part, you don't need to.
The Moves We could conceivably treat this as PC1 rolls to aid PC2's seize by force and they both go in, while PC3 reads a sitch outside to watch to what's going on. PC2 rolls, the player exchanges harm with the gang, and on a hit, takes definite hold of the location. That implies that the surviving gang members are the ones forced outside / to retreat / or are present within but don't control the place. Now we show PC3 something for being out there, tell PC1+PC2 what the gang is doing, and let them all decide what to do next.
• If PC1 Missed the aid, badness (hard move).
• If PC2 missed the seize, they failed to get the place and badness (hard move).
• If PC3 misses the lookout, we surprise them with something (hard move).
Iterative. It works, you can even stagger the rolls somewhat to interrupt the "turns" but it's not necessary to achieve the same result.
Here's an example of play I could see happening in AW2.
The SitchWe have 3 PC's wading in to fight a gang's stronghold, they want to conquer the location.
The DetailAW2 needs more information here, we need to tell the players what they see, hear, smell. You could do this before, but now you have to; because we're going to complicate the scenario, and the more hints we give them, the move we can choose to pull from during the move. We need to tell them the main force is in the middle, with smaller patrols around the outside, but there's a big empty garage, and high ruined towers in the area. We probably should not jump right into taking the whole location, there should be questions like, how do you get in and all the rest; but to retain symmetry with the first example, we will do exactly that.
The Moves: PC1 and PC2 declare how they're going to take the place by force, and PC3 says how he'll support from the rear. They are only really rolling against the main force, so that's all I'm counting here. It's going to be loud, so I keep that in mind. PC1 rolls the
aid another and PC2 rolls
assault a secure position. PC3 is
standing overwatch for his allies. Regardless of the rolls, we know a few things are likely to happen:
– The sound will draw in enemies from abroad. At first a few scouts, then if things drag on, more aggressive enemy vehicles.
– Some of the families living in the area might run, join in, or cause other descriptive noise in the scene.
– There are gunners in the tower, (maybe they were laying down at first) and they'll start shooting too.
– There might be notable individuals in the enemy gang, who make seperate "non-standardized" actions when the fighting starts.
We determine the results of the roll for PC1 and PC2, and all that entails. Now we tell everyone that the towers start raining lead down on PC1 and PC2. They would immediately suffer harm. However PC3 is standing overwatch, and on a 10+ instead he kills the gunners as they stand to fire; but On a 7-9, he only deals harm to them (as their own small gang) and the warning means PC1 and PC2 can try to act under fire to get out of harm's way; but on a miss, only the warning happens. This is important, because the implications are that without someone standing overwatch, there needs to be no warning.
We now announce badness in the form of the scouts (probably of negligible contribution) heading back into the camp. Maybe the PCs kill them but realize that more are on the way. However, maybe the PCs didn't successfully
force their way into their enemy’s position, so instead I use the opportunity to put the PCs in a spot. Perhaps with those same scouts getting a better position and dropping cover fire for the larger group.
We also complicate the scene, with all the noncombatants doing whatever it is in their nature to do. Maybe some of them die, get hit, or force the PCs to shoot them. Whatever. It matters because there could be NPCs here that the players might be attached to, and maybe some individuals in the gang know this too. We might even tell PC3 standing overwatch that he see's the dust from a bunch of fast moving vehicles (or hears them on the radio) heading this way.
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Take awayIn AW1 multiple player combats were often unnecessary, sometimes clunky, and boiled down to a lot of seize by forces / aid another. It was normal to stack the gangs and the gun-lugger and do combat from large scope. It was also normal to treat a large sized gang as just one large sized gang; rather then breaking that down into 1 small gang sniping from the towers, 1 medium gang in the middle of the camp, and 1 small gang manning war-vehicles.
You can inflict harm without telling players it's coming in a battle. I would inflict less harm (harm-1) or glancing harm (1-harm) often depending on how they choose to act and where. You should do this, because many moves in AW2 are explicitly allowing fellow players to avoid that harm.
Keep an Eye Out,
Lay Down Fire and
Stand Overwatch are both very clear examples of this. Merely the existence of these moves provides an expectation that they are necessary / useful.
As does the clarifications on the variations for seize by force. These variations are important, because they provide a limitation in scope that might not have been present in AW1. If you look at my first example, they seized the location from the enemy. In the second AW2 example, the best they could do is seize access to their enemy. This clearly has implications on what it means to "seize definite hold" of something. If you seize in smaller pieces, then the "victory" of getting it on a miss too doesn't mean as much. Access could be an opportunity, rather then a holdable thing.
If you scale the fight down to a few guys and one player. Seize by force could be used like PC vs size-0 gang or it could be PC vs 1 vs 1 vs 1, with the others piling on the harm or the complications to the scene. If it's just 1 PC and 1 NPC and nothing else around is moving, the PC will probably (and reasonably) always succeed in taking what they want, they are the PC after all. If you don't like that, then stop creating such simple stakes for your scenes.
EditAs someone who didn't use the Advanced Battles moves in AW1, the best part of AW2 is for me the expectation of team-play.
Additionally as this thread has progressed, so has my comfort in the new style. I previously said I would not deliver harm without alerting the players to it beforehand, I think that's an AW1 habit that I will forsake in AW2 where appropriate. I might go into the other Seize by Force post and update my reflections on lumpley's example driver vs gang, I think I would come to a very different set of possible outcomes now. I still prefer the seize by force hack that started this thread, for the same reasons, but feel I could run a game of aw2 raw without any hacks and still have it flow nicely.
Finally: I agree with you Paul T. There are many situations that have all the narrative trappings of battle without anyone inflicting harm. Honestly, I believe the point is that -all- situations should behave in this manner for AW2. Rather then changing into "battle mode" we should always pushing asynchronous narrative snowballs, and during battle, we should feel free to shoot up the PCs and their stuff with the established "bullets and explosions" that fill that scene.