More on Combat as Chess

I think I have more to say on the idea of combat as chess. I brought it up in this post, but it was one example of the potential detail of a fictional world (a theme I would like to revisit, at some point). But I want to expand on the idea, and why to do it.

What is combat as chess? It's combat where you can make informed, player skill-based decisions in combat. That means the players know everything they need to make a plan: how far away are the enemies? How many? What are their strengths and weaknesses? The players have the opportunity to brainstorm and attempt a plan entirely of their choosing.

It necessitates an open-information policy by the referee. You can't know if it's worth getting hit if you don't know how hard the enemy hits. Suspense is nice in a game, but if your character's life is on the line, making an informed decision can save you the pain of rolling a new one. The goal here is cost-benefit analysis: How can I make an optimal decision, given that I can do anything?

It needs flexibility for rulings. Don't put forward a list of actions for the players to choose from; instead, allow them to be creative with their items and surroundings. Give them avenues in all directions. The goal should be tactical inspiration. (Chess does not adhere strictly to this, but allows a lot of flexibility by offering many tools for the job: any piece can put an opponent in check).

It also needs clarity and adherence on in-world logic. Not reliance on tropes, but understanding the implicit mechanics. Water puts out fire, but not a dragon's breath in your face. The obvious thing happens. Refs undermine players' plans when they subvert the actions by the world. Some might call this railroading, I simply call it not fun. Procedures and rules can enforce this, but it's faster and more flexible for the players to think for yourself.

Why do combat as chess? It's fun, in a critical thinking way. Don't think chess or sudoku, think of a riddle or an improv game. How do I build upon a situation to achieve my goal? I know the parameters, let me manipulate the elements in an unpredictable and novel way. The autonomy given is unbeatable. 

What do I need to do to prepare? Prepare an enemy that's interesting. An easily described ability or defense. Big, but with a blindspot. Scrawny, but has a flamethrower. The number of possibilities there, times the possibilities of the players, grows so quickly. Think realistically of how the enemy could beat them, given that the world works consistently.

The outcome of combat will surprise everyone. That is fun. It's competitively collaborative: Yes, you hit me, and... Anything can happen. It's like watching a new movie, every time you play. And you can't look up the plot on Wikipedia.

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