Message:Doing Such & Such, like Combat
All character interaction in the campaign can be modeled with a set of the five Stat rolls. No one should Pass, unless they are incapacitated and unable to take part. That would be bad, since the character then may need to be saved. e.g., The character failed Morale Check.
If everyone reaches a result of inaction, the result may be minor. e.g., A missed opportunity. The result may be major. e.g., Party Wipe. Something in between is the norm. Bottom line, don't fail when it is important. Try to be the hero not the fool.
Typically the first roll of any action is attempted by all players to set the tenor of the challenge. That same Test might be repeated in subsequent rounds, until everyone yields success or has an ally make the roll and free them.
There can be Tests to delay your involvement. This allows the player to use one of his better Stats, highest chance of success, to avoid harm. But the delay here is a form of Pass and take no true action. The players have an order around the table. If someone later is better at finishing off the encounter, maybe delay is a good choice. You are also then placing your fate in another's hands (dice rolls).
Each event or combat has a true, critical action. This might require successful rolls to drop a starting enemy Resistance to zero. This may be to make a clever and timely observation. This may be to get everyone out of a bad situation. e.g., Escape a de facto siege or wildfire.
Often there will be Stat tests to improve the party chances. e.g., Roll Agility (A) to gain for the rest of the action +1 pip to all party Stats. That last example is pretty generous; the result may just offer a pip selectively or subjectively. Rahmordial Logic applies.
Enemy Flairs may include outright injuring players on special conditions, series of failed Stat rolls. Enemy might also try to disable or steal party gear. Again, that would be for a number of failed party rolls. The referee does not himself roll any dice to harm or limit the party.
Overall, win and avoid bad things. Lose (by failing repeated rolls) and one and more of the party suffers. Low roll and win. It's easier for the math with higher and higher character Stats.
Note: Monsters, Monsters! may require *Other Stats to injure, *Be restricted to Melee or Ranged, *Need multiple hits or *Require special Skills, *Need special knowledge to even allow this attack. (*) Plus far more best left for player amusement and challenge.
Morale Shaken
The enemy is not rolling directly to injure to the party. Instead the group will often be pinned, broken, scattered or surrendered. Collectively called Morale Shaken.
In some cases, when someone fails a roll, the victim may be another party member. The party might need to decide who suffers Morale Shake or Vicious wounds. Low die can always act as a default. The so-willed or random Shaken character tends to lose all actions, except often a roll to recover. Yet that too is not a given.
Should the entire party become Shaken, the party suffers a Setback. These include *Loss of gear, *One character vicious, *All characters suffers vicious.
Example One, River Fork Skirmish
Start combat with all rolling Raconteur or suffering Morale Shaken. There may also be modifiers to combat held by the party. e.g., Having Rugger in the group, gains all a +3 Pip to Agility (A) in melee against mortal human adversaries, not animals or perceived ghosts.
Use either roll of Agility (A) to Melee or Eagle Eye (B) to conduct Ranged attack. Success and slay one enemy adversary or drive one Resistance Point of enemy away. Fail and suffer Morale Shaken. In some cases terrain, like a jungle or canyon, may restrict battle to Melee or Ranged.
Genius (C) can give the party melee +1 Agility (A) for rest of battle. Making this multiple times can add up to +4 pips. However, once anyone fails, the option is then blocked for the party.
Raconteur (D) can remove someone's Morale Shaken, including his own. Fail twice over all the rounds of battle, and character loses this option.
Recall (E) can give the party ranged +1 Eagle Eye (B) for rest of battle. Making this multiple times can add up to +4 pips. However, once anyone fails, the option is then blocked for the party.
Example River Fork Skirmish
Start Battle Test: Dave, Rusty and Conrad are attacked by a group of Pygmies who have an enemy Resistance of two. Dave and Conrad make rolls for Raconteur. Rusty fails.
Round One: Dave elects to melee Agility (A). He is successful and the enemy Pygmies are rendered a hit away from death; Resistance goes from two to one. Conrad elects to Genius (C). He is successful and now Agility (A) gains +1 for further rolls of melee. Rusty fails his Raconteur (D); that counts as twice, so someone else must help him recover. Rusty has lost his chance to use Stat Raconteur (D).
Enemy does not have any flairs. The referee does not himself roll any dice as the enemy, so he can play along.
Round Two: Dave attacks Agility (A) and fails; even with +1 to his Stat from Conrad's prior exercise of Genius. He is now in Morale Shake. Conrad fails Genius (C); that option is now lost. Rusty is waiting for aid.
Round Three: Conrad attempts Agility (A) but fails; his Stat was very low. Dave rolls Raconteur (D) and recovers morale.
Round Four: Dave slays the last resistance of Pygmies. Rusty and Conrad's morale recover after the battle.
Onward and upward.
Example, Fair Fight by Red Coats
Agility (A) reduces resistance by melee; fail and suffer Morale Shake.
Eagle Eye (B) reduces Resistance by ranged attack. But with fail, lose this option here as a player.
Genius (C) gains +1 Pip for Eagle Eye. Fail and this option is no longer possible by entire party.
Raconteur (D) removes Morale Shake. This roll may only be attempted by a character that is NOT in Morale Shake.
Recall (E) gives +1 Pip to Agility rolls. Fail and this option is no longer possible by entire party.
Should all suffer Morale Shake before Resistance is dropped to zero, low die suffers vicious wound.
Example, Zulu Dawn, Overrun Massacre
Start with all players attempting Genius (C). Fail and Morale Shake.
Agility (A) charge the fray to rescue someone who failed Morale Shake. May only be attempted if someone is suffering Morale Shake. Success and that person regains Morale. Fail and lose own ability to attempt Agility tests.
Eagle Eye (B) is usable only if no one is suffering Morale Shake. Success to spot a path of escape for whole party. But fail and take vicious wound. Since the player on his turn must take an action, he may be forced to roll here. e.g., Dummy spots an exit straight into a feign. Good Gawd man! Since he is not technically Morale Shake. The next person might be forced to also do his duty.
Genius (C) is delay only. Fail and suffer Morale Shake.
Raconteur (D) allows rally to adds +1 to Agility attempts. Fail and this option is no longer possible by entire party.
Recall (E) adds +1 to Genius attempts. Fail and this option is no longer possible by entire party.
Optional, declare Every Man for Himself. This may be decided by even someone in Morale Shake. Attempt either Eagle Eye (B) or Genius (C). Success and you get away from the fight, avoid all further rolls. But fail the Test attempted and slain (double vicious). Probably no one heard your cries as play continues until this becomes the only last ditch option for your companions. Your surrogate replacement enters the group in the aftermath. e.g., Clone B, C or back to A.
Yours,
IronRed
25-Sep-2025