Sunday, 24 November 2024

OPFOR (RPG All)

'I feel like I still have a few questions about how to run the antagonist, particularly in its weaknesses and method of being defeated.'

OK, let's talk about the OPFOR.

While this question arose as a result of a particular scenario this response will cover all possible scenarios.

Like Nodes, any opposition has:

  • Power appropriate to its function within the narrative.
  • Goals, which may be personal or professional.
  • Assets, which it uses to reach its Goals.

Depending on the system, any given enemy may have very explicit powers. Dungeons and Dragons is infamous for having very detailed notes on every conceivable monster type, to such an extent that I begin to wonder whether the average DM is a control freak with certain ... fetishes. GUMSHOE is a little more loosey-goosey, Call of Cthulhu and BRP in general leans towards the crunchy side of the power spectrum, and there are too many other systems to name in anything like detail.

The Goals, and the Assets, are ultimately up to the DM, but to a certain extent they can be inferred without having to break your brain. When discussing the Rule of 4, I said about the Rowdy Yates street gang that 'It's not reasonable to suppose a street gang made up primarily of loafers and lowlifes control the hidden secrets of the universe, or even the hidden secrets of the coffee machine down at Screamin' Beans Coffee House.' The same can be said of any OPFOR. 

A bad cop based in Los Angeles has some impact in Los Angeles. They have almost no interest or impact on what's going on in Berlin. Not even Berlin, Texas. A Dragon might be the terror of the kingdom; that doesn't mean that same Dragon has much impact or interest on what's going on in the Underdark. They might, but it's not nearly as likely as them having an impact on the nearby township, Snackington. 

Let's follow through on that logic and discuss some specific examples.

Let's say we're talking about a Deep One. Those are relatively common in Cthulhu tales. Not, mind you, a specific Deep One, a named character with a role in the narrative. No, for purposes of this example we're talking about the third Deep One from the left, carrying spear. 

Deep Ones have specific statistics, as follows:

Abilities (on land/in water): Athletics 8/12, Health 9, Scuffling 8/12, Weapons 6/4

Hit Threshold: 4/5

Alertness Modifier: +0/+1

Stealth Modifier: +0/+1

Weapon: +1 (claw), +1 (trident) 

Armor: -1 vs any (scales and skin)

Stability Loss: +0

Already you can put some ideas together. You can see that this creature is stronger than the average human (NPC) and can (with Health 9) absorb at least two or three solid hits without going down. That suggests it probably isn't afraid of attacking a single human. It might be cautious around two or three humans. There's a greater risk of them losing a fight. 

It knows it can be punched or stabbed without too much risk of fatal damage thanks to its armor. It probably also knows that firearms, especially heavy firearms, are a significant threat since the damage they do effectively negates any advantage it has through armor. 

Finally, it knows that it's punching above its weight. The average Deep One can inflict as much damage as a human armed with a heavy firearm. That suggests it expects to win most fights quickly, against the average human.

It also knows, thanks to its stats, that a Deep One can act on land and sea but is more powerful at sea. That might inform its decision making.

You, as DM, also know, thanks to its description, that it's as intelligent as a human, effectively immortal, driven to create more Deep Ones through intercourse with humans, and that it worships Cthulhu. The main Trail text gives several options for Cthulhu but I'm not going to get too deep into that pool, as the rules are about to be re-issued in a new edition. Just be aware that the Deep One is driven by these compulsions. 

With all that in mind:
  • Powers: mostly physical. It can do damage. It's capable of tactical thinking and can use tools, which means it can ambush and set traps. However, the average Deep One is a team player, not a leader. It can follow instructions but might not be that good at issuing them.
  • Goals: Spread worship. Spread infection. Survive. 
  • Assets: other Deep Ones, human worshippers, potential access to Magic but that doesn't seem to be widely spread among them. Main asset is their personal strength and their increased ability when striking from the ocean.
When discussing scenario structure I said:

Crucially, you need to bear in mind that your structure isn’t some magical castle in the clouds that can only be reached by imagination wizards. Your structure is very simple. It starts with this:  

You put yourself in the characters’ shoes and ask yourself, if I had to answer this question, what would I do?

Exactly the same applies with OPFOR. What they do and how they do it isn't locked in some imaginary castle. You don't need psychic powers to work this out. You just put yourself in the Deep One's shoes and say, 'if I was dealing with this problem, what would I do?'

Deep One versus solo PC:
  • I know I can beat this guy one-on-one, unless he has a gun.
  • I should attack from ambush whenever possible. 
  • If I beat him easily, I don't have to kill him straight away. I could capture him for sacrifice to my God.
Deep One versus multiple PCs, or one PC and multiple NPCs:
  • I will lose if I try and fight this many.
  • I should try to run away.
  • If I can get more Deep Ones, or maybe some human allies, I can come back here and deal with this problem.
None of these are very complex plans and strategies, because this is third Deep One from left carrying spear. Unnamed monsters tend not to have complex motivations or significant assets at their disposal. If they did, they would not be third Deep One from left carrying spear. 

Let's say we were talking about something else. Let's say we were talking about Lisle Klingemann of Bankhaus Klingemann fame.  Since I've already described Lisle and her co-conspirator Albert Ahrens I know that each of them has at their disposal:

Secretaries, assistants, houses, cars, the company jet, and so on. The offices they command could also be considered assets, as well as the accounts they control. Each probably has at least one bodyguard. Lisle may have a hacker permanently on her payroll, to ensure that her constant drain of company funds, to fuel her gambling addiction, goes unnoticed. If Uncle Albert kidnaps Lisle-a-likes to populate his private dungeons, then he may have a kidnap team on the payroll. Each office will have some kind of security detail, probably sub-contracted, and while these won't be fully armed mercs they will be at least moderately competent. Finally, one or both of them may have sufficient criminal contacts to hire an outside hit man. All this is in addition to whatever muscle [they] can leverage from other, lesser Nodes.

So for Lisle it's reasonable to assume that she has:

  • Powers, nothing too physical, but all the power money can buy, plus whatever power her vampire masters are willing to lend her.
  • Goals: survive. Gamble. Serve vampire masters. Get one over on her hated brother Eric and her despised father, Joachim.
  • Assets: all those named above plus whatever else she can buy, plus whatever her slave Albert can muster, plus any asset her vampire masters are willing to lend her. 
Lisle is capable of complex plans and strategies. She's a Node boss; she wouldn't be where she is if she wasn't a significant threat. However, her power is mostly soft power, the kind that comes with having lots of money and a ruthless streak. It would be unreasonable for her to get into a fistfight with a PC, not when she can pay half-a-dozen hard lads to do that for her.

However, she also has a weakness. She's a degenerate gambler. If the PCs learn about this, they might be able to manipulate or intimidate her.

Finally, she has goals that have nothing to do with the PCs or the ongoing vampire conspiracy. She feuds with her father and her brother. That means she might be persuaded or led to do something that the PCs want her to do, because it wins her some advantage in her ongoing feud.

Lisle versus solo PC:
  • This clown is beneath me. 
  • I should crush him with the power of money.
  • Failing that, I should get one of my many minions to crush him with the power of crushing.
Accompanied by:
  • I should be careful not to let my vampire masters down.
  • When in doubt, survive to fight another day.
Lisle versus multiple PCs:
  • How did this happen? Where are my guards?
  • I should throw my toughest assets against these clowns.
  • Where's that emergency asset my vampire masters gave me?
Accompanied by:
  • I must survive.
  • These clowns will pay for making me look weak.
Again, there's nothing here that can't be put together by asking one simple question: if I were Lisle, a rich, arrogant person used to getting my own way and crushing people with the power of money, what would I do in this situation?

That's it for this week. See you next week!

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