Sunday, May 31, 2026

Seven Part Combat

 

Would Indiana Jones beat Boba Fett?

The combat system of 7 Part Pact
on a car ride with your little brother



In my years of gaming, I have run across plenty of “My dad would beat your dad!” ‘Games.’

Games like SuperFight sell the fantasy of you pitting your favorite fictional characters

against those of your friends in an epic struggle.


(For a board game that actually pulls that off, check out the Unmatched series.)


At the end of the day, all these so-called games are merely a degenerate shouting match as you all argue about who would win, one person gets more votes and feels vaguely triumphant, and one person feels sorely put-out.


I have always wanted something with more structure, that still allowed that free-form experience. How do we decide if Captain-America’s shield can withstand Darkseid’s Omega Beams? And how do I know if I have won or lost the battle?


During his excellent series on the revolutionary role-playing game / board game / cosplay

7 Part Pact, A Knight at the Opera: Seven-Part Pact: Combat Knight at the opera describes the combat system.

Immediately I was intrigued. This combat was largely narrative. But it ties the narrative to a specific procedure that dictates the Narrative Flow. Basically, who gets to say what happens.


This is ‘roughly’ how it works, with notes on modifications I made.


At the start of the fight, determine who is fighting and where the battle will take place.

Each player controls either a character, group or even army in the case of an actual Battle between nations.

They each answer these questions to determine what Assets their character has.


What weapons do you wield? Each weapon is a separate Asset.

Do you wear Armor or use a Shield? Armor is a single Asset.

Do you have any Treasures? ‘In my testing, treasures were e.g. jetpack, healing potion etc.’

Do you have any Magical Abilities? For Darth Vader, this was the Dark Side of the Force

Are there any trained beasts or henchmen fighting with you? Each is an Asset.

What are your relevant Skills or Training? ‘Being honest, I completely missed this one...oops’

Can you use the Landscape here to your advantage? If so, it is an Asset.

Are the winds, seas, a higher power etc. on your side? ‘This one never came up in testing’

Are you committed to winning this fight? If you are, that is an Asset.


Whoever started the fight in the fiction goes first.

When you have the initiative, you have 4 possible Actions:


Strike at (Character) with (Asset). Defender must Respond with a Defence Action

Use my (Asset) to destroy your (Asset). The Defender loses the Asset, but gains the Initiative.

I step back and gather my strength. You lose the initiative, but may Repair an Asset, create a new Asset in the fiction, or flee. If you Step Back three times in a row, you must Flee.

Say “I don’t know” and pass the initiative.


When someone uses the first Action to Strike at (Character), the Defender must choose a Defender Action.


Defender Actions:

I parry your (Asset) with (My Asset). You must justify how your Asset could stop their attack. However, they Retain the Initiative and may ‘go again.’

I Take the Hit, but Strike Back. The attacker describes the damage they deal, and may destroy any Assets of yours as are justified by the fiction. If you take enough damage, you may become Incapacitated. Now the Defender takes the Initiative.

Say “I don’t know” and take the damage from the attack.


How this works in practice, is that players take turns destroying each other’s Assets until one person feels they have enough of an edge to attack the opposing Character directly.

It is not just a question of “I need to get rid of his Knight’s Armor, Valiant Steed and Love for the Princess to win.” But also “How do I destroy those things in the story, with my Pet Ooze, Black Sorcery and Bumbling Trio of Goblins?”


So I ran this system, just the combat, pretty much as-written on several car rides, just me, my brothers, some paper and a pen.

We did Indiana Jones versus Boba Fett (Indiana was not equipped to break into Slave I and had to retreat)


Darth Vader versus Popeye the Sailor

(I believe Vader won, but not before Olive Oyl tragically perished, and Popeye used his Rubberhose-cartoon powers and Spinach to trash a Super-Star Destroyer and beat Vader within an inch of his life.)


The Joker versus Kermit the Frog (Many Muppets and gangsters perished, but in the end Kermit had the Swedish Chef’s bazooka, and Joker was forced to flee.)


And Iron Man versus Syndrome, a high-intensity battle of lasers and missiles that ended quickly with the Omnidroid crushing the Man of Iron.


During play several questions came up, such as can you Parry with an Asset if that Asset would be destroyed? (We figure yes, its fine, and mathematically worse for the Defender.)

We would Step Back sometimes to move around the battlefield in the fiction, gaining assets like At the Fork in the Road or Taking cover behind a Car.


The beauty of this system, is that everything has a narrative power that cleanly translates into mechanical function.

If your group is extra fractious, I suggest that you rule that an Action or Defence Action can only take place if everyone agrees that if makes narrative sense. My brothers and I had no problems with resolution, but we are an agreeable lot and have been playing together forever.


Apocalypse World and other ‘Storygame’ RPG’s have always frustrated me, because they claim to get the mechanics out of the way and let players tell the story. Unfortunately, you still end up checking stats, adding bonuses and rolling to meet a target number. And the Game Master bears the brunt of all this, as the games give them no solid procedural support.


This in my opinion is an evolution, in a really good way.

There are so many more tests I want to do.
Group Combat between three or more players!

Superhero fights! Sieges and army battles!


And go read the original series of posts, KATO wrote it better, with prettier words and better grammar.


Sunday, May 17, 2026

How to Beat (Classic) Dungeons and Dragons

 


Now I know what you are thinking. Surely you cannot “Win” at D&D.
It is an explicitly open-ended game, a sandbox where your character can
accomplish anything within the realms of fiction.

Allow me to enlighten you (or deceive you, gotta watch out for false prophets.)

Classic D&D* is a game about System Mastery, developing your Capabilities and Improvisation.

As a new player, you must first learn the Rules by which the game works. Hit points, Armor, making attacks, spell slots etc. This lets you play the game.

But then you begin to learn the diegetic rules of the game’s fictional world.

Getting ganged up on by Kobolds is bad news, treasure may be cursed, carry a 10ft pole so that pressure plates and other traps don’t ruin your day.

I believe that originally, before the days of Metagaming, players were expected to use their own knowledge to help their characters survive. Perhaps your Level 5 Fighter has never met a Ghost before. But you know what will happen if you go up against one unprepared. So you do the smart thing and run instead of fighting.

To fight a Ghost, your character needs to develop their Capabilities. This enables them to face and defeat in-game challenges and obstacles. To defeat a Werewolf, you need silvered weapons. To beat a Rust Monster, you will need a plan better than “I hit it with my sword.”

Fighters find magical weapons and armor. Magic-Users learn more powerful spells. Thieves become ever more skillful cut-purses and assassins.

The Monsters of D&D attack more than your Hit Points. Wights drain your experience levels, Ghosts age you, Disenchanters ruin your magic items.

The scope of D&D means that you will never have all the capabilities you need for every challenge. You may encounter a Vampire and find yourself without any garlic, mirrors or magical weapons. Perhaps you find a locked door that your Thief cannot open. Or a deep pool of water full of treasure when you cannot Breath Water.

This is where Improvisation comes into play. Fleeing or hiding from the Vampire, forcing the door with crowbars and mechanical advantage and fishing for treasure with a rope and magnet are all solutions which may work. Tactical Infinity means that you will always have an opportunity to change the situation in your favor, however slim the chance.

In conclusion, a player with deep and rich earned Knowledge of the game’s systems and monsters, along with the earned Wisdom of knowing what solutions do and do not work, has essentially “Beaten” Dungeons and Dragons.


And yet, the game is like an ever-opening onion, with layer upon layer. After mastering dungeon-delving, Domain level play awaits, and the player must learn alongside their character how to lead armies and rule a nation. And beyond that, the Immortal level, where they may change to very fabric of reality.

*(By which I mean generally TSR era D&D, AD&D and some OSR offshoots)

Sunday, May 3, 2026

100 Magical Potions

 

100 magical Potions

Lasts 10 minutes unless otherwise stated.

Can be thrown on creatures to affect them.


1. Turn to Glass

2. Burning Head

3. Breath Fire

4. Grow fragile butterfly wings (can hover)

5. Leaping (x3 jump)

6. Anti-Gravity

(unaffected by gravity)

7. Giant’s Strength

8. Luck (Pass next Check automatically)

9. Stamina (+3D6 Dodge)

10. Must Laugh Loudly

11. Turns into a Random Monster,

Being or Beast

12. Grows powerful rabbit ears

13. Insomnia (24 hours)

14. Immortality (Permanent)

15. Sleep (Strength Check or fall asleep)

16. Formless

(Can stretch like gum, attacks are Impaired)

17. Immune to Fire and Smoke

18. Fear of The Sun

19. Fear of Fingers

20. Compulsive Lying

21. Temporary Amnesia

22. Wall Crawling

23. Speak With Animals

24. Animal Hatred (Towards you)

25. Become Invisible

26. Must speak the Truth

27. Blindness

28. Deafness

29. Shrink (1/12 size)

30. Grow (Triple Size)

31. Become Werewolf (Strength 18, immune to everything except silver)

32. Rusting

(Everything you touch rusts)

33. Regeneration

(+1 Strength every on your turn)

34. Animal Friendship

35. Speak with Plants

36. Extra Arm (Permanent)

37. Extremely Gullible

38. Read Languages

39. Become your character’s favorite animal

40. True Sight

41. Breathe Water

42. Telepathy

43. Telekinesis

44. Pyrokinesis (2D6 Armor Piercing damage)

45. Detect Thoughts

46. Healing (+2D3 Strength)

47. Restoration (Regain all Statistics, cures poison and disease)

48. Paralysis (Strength Check to resist)

49. Invulnerability

50. Summon Random Monster, Being or Beast

51. Intangibility (Passes through everything)

52. Poison (Lose 3D6 Strength)

53. Flying

54. Web Spinning

55. Light (You glow like a torch)

56. Haste (Take two turns in combat)

57. Hair Growth (1ft on your turn)

58. Breath Spores (1D6 Armor Piercing damage)

59. Shattering Shout

6 0. Become 10x as heavy

6 1. Enlightenment (Permanent +1 Maximum Will/Int)

62. Empowerment (Permanent +1 Maximum Strength)

63. Nimbleness (Permanent +1 Maximum Dexterity)

64. Stink (Like any smell you choose)

65. Fangs (Magical 1D6+1 Natural Weapon)

66. Eagle Splendor (+2 to Will/Charisma)

67. Protection from Missiles

68. Astral Projection

69. Ironskin (+2 to Armor/AC)

70. Fog Form (Can fit through cracks, blown by the wind)

71. Voice Mimicry

72. Lose Voice

73. Can only speak an animal language (Player chooses which)

74. Animal Senses (Player chooses animal)

75. Obedience (To first creature you see)

76. Delusion
(Roll again to determine which potion you believe you drank)

77. Feeblemind (Will/Int becomes 1)

78. Hallucinations

79. Vampirism (Heal 1D6 from drinking fresh blood. 
Drink some or lose 1D6 Strength)

80. Levitation

81. Slipperiness (Cannot be grabbed or bound. 2/6 chance of dropping something under stress.)

82. Focus (Your next attack deals maximum damage automatically)

83. You become two-dimensional for one scene.
Take only 1 damage from piercing attacks.

84. Stuttering/Lisping

(Cannot cast spells)

85. Disguise Self

(As someone you have seen)

86. Chameleon Camouflage

87. Aging (2D10 years, if over 70, Strength Check or lose -4 Strength Permanently)

88. Immunity to Poisons
(Cures all poisons)

89. Purify Water
(Enough to fill a castle moat)

90. Ancient/Youthful Appearance

91. Cat’s Reflexes (Re-roll failed Dexterity Checks)

92. Infrared Vision

93. Burrowing (3ft on each of your turns, through loose stone, soil
and sand)

94. Grow Eyes (1D20+5 anywhere you choose. 1D6 of them are permanent)

95. Magnetism (You pull everything magnetic towards you)

96. Reverse Magnetism

97. Triple Weight (Slows you to ½ Speed, attacks against you are Enhanced)

98. Immovability

99. Time Skip (Vanish from existence for 1D6+1 Rounds)

100. Glow in the Dark

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