Roleplayer #23, May 1991
The Double-Blind Arena
Realistic One-on-One Combat
by Barry Link
The band of spacefarers had chased the villain through several star systems
before tracking him down on an alien planet. But he was safe behind walls
of stone, and stronger walls of force. His guards were powerful and well-armed.
A pitched battle seemed inevitable. Sonic blades hummed; laser safeties
clicked off. Then the 3-V clicked on and they saw their foe's smiling face,
saying "Let's make this sporting. I'll release the hostages and return
the secret documents to you on one condition -- that your champion defeats
my champion in single combat."
It's a classic storytelling situation. What heroic PC could resist the chance
to single-handedly save the day -- or die in the attempt? This gives the
GM an excellent chance to introduce some real drama into the campaign.
Unfortunately, one-on-one combats in roleplaying games often don't match
the potential of the moment. The reason is lack of imagination. The fights
are too straight-forward, composed merely of a couple of guys hitting each
other on a blank hex map. Two swordsmen face each other, and a few clangs
later one is down. Two gunmen draw, and the resolution takes even less time
and effort. The one-on-one doesn't have to be dull, however, and the Double-Blind
Arena is one method of spicing it up.
Concept
The Double-Blind Arena works on the principle of the double-blind
system of movement and line of sight (LOS), where neither player can see
the other's position on the map unless the character pieces on the map can
actually see each other. Double-blind mechanics have been used
for years in unofficial variants of wargames like PanzerBlitz
and Squad Leader. This is one of the best methods
to introduce the fog of war into gaming. It can be incorporated into any
GURPS
world background or genre, be it fantasy,
science fiction,
or the American
Old West.
In our arena, two combatants enter the playing area at opposite ends armed
with identical starting weapons and armor. They seek out the enemy, collect
extra weapons and equipment, and dodge traps and monsters. Neither champion
may leave until one is down. The winner is the one left standing.
Setup
The group should have an Adversary player to play the villain's champion
in combat. Otherwise, an impartial player must be a temporary GM to referee
the Arena while the GM plays the role of the Adversary. This is necessary
to preserve the play balance of the system.
You need three, full-size copies of a map like the Orcslayer
cavern map (reproduced here). Give one to each champion and one to the GM.
The maps given to the players are known as blind maps; the GM's
map is the master map. Each map should have two figures to represent
the two fighters. Place each player and his map so that he cannot see the
map of the opposing player. The GM should be able to see both blind maps
at once.
In addition, you need another arena map (a reduced photocopy is fine) which
you can make notes on. Called the planning map, it is the GM's
guide to the location of weapon and equipment caches, traps, and monsters.
Before play begins, determine the map placement of each cache and the difficulty
modifier for finding it with a Vision Roll, and record this information
on the planning map. Do the same for any traps and monsters.
Choice of Champions and Outfitting
The adventurers can select anyone from their party to be their champion.
The GM or Adversary does the same for the opponents. For dramatic purposes,
the villain should not reveal his or her choice of champion until after
the PCs select theirs. A nifty champion for the enemy side is an affronted
Enemy from the party's past -- the more surprise you can deliver, the better
the flavor of the moment. "Count Schrecker the Razor? We thought we
put you away for good . . . "
The champions are outfitted with identical weapons and armor. Neither contestant
is allowed to take in their own weapons, equipment, magic, or high-tech
devices. TL8+ body implants and modifications are exempt subject to the
GM's ruling. The starting weapons should be simple and something that neither
combatant has any special proficiency with. For example, give medieval melee
weapons to high-tech characters. Starting personal armor should provide
light to moderate protection.
Who's Around the Corner?
Initially, each player places only the figure representing his own character
on the map. The player sees on the map only what his character can see.
Line of sight is blocked by walls and affected by the varying light conditions.
The GM is the final arbiter of what can and cannot be seen.
As the player moves his figure on the map, the GM updates the player about
what exists in the character's field of vision, even in the middle of a
move. If a character walks two yards around a corner and sees his opponent
coming down the hall, he still has two or three yards to move out of the
way. The GM also tells each player what they hear, smell and so on . . .
clues can include explosions, footsteps, heavy breathing, etc.
When the opposing character comes into view of a player's character, then
the GM places the new figurine on the second player's map. He removes it
if the opposing character ceases to be in line of sight.
Important: The GM's messages to players should be sent by written
note so that a player cannot eavesdrop on the information supplied to his
opponent.
Observers and Cheating
The PC champion's friends will want to watch the combat, and it would be
pretty dull if they couldn't. Observers in a fantasy campaign can watch
through the use of magic (supplied by the villain if the adventurers lack
it) or, in higher-tech worlds, on video monitors. In a genre that lacks
both high-tech or magic -- Swashbucklers
for example -- make the Arena a pit. The villain and the PCs thus watch
from above.
Obviously, the enemy will have magical or high-tech protections against
interference. And you as the GM will not want the champion's friends yelling,
"Look to your left!" at a crucial moment. But, if the PCs want
to slip their champion some discreet help, secretly casting a protective
spell on him before he goes into the arena, or using psi to report the movements
of the opposing champion, let them try! If they're caught by the villain,
all the better!
The general rule: any help they give their friend is legal in the game,
as long as it's done through game mechanics. Whether "honorable"
PCs will cheat is entirely up to them. (And the enemy can be expected
to cheat.)
Variable Lighting
Obviously, the less light there is, the harder time the champions will have.
You can set the light at a permanent level at the beginning of the battle,
or change it during the encounter. This forces the champions to adjust to
a changing situation, when the dim lights fade to total darkness, and then
five minutes later become near-blinding.
Traps and Monsters
Traps and that old standby, wandering monsters, will also keep the champions
on edge. Traps should be non-lethal. Don't use floors that crumble into
a pit of fixed spears. Traps should wound, or annoy, or both. A spike which
pierces a limb is a good injurious trap; a floormat that sticks to a fighter's
boot (-1 DX) is a good annoyance. The idea is to create tension, not to
end the fight before the combatants see each other.
The same goes for monsters -- they should not be overwhelming, but just
nasty enough to give the players pause for concern. The GM directs the movement
of monsters.
Weapon and Equipment Caches
As the fighters move through the arena, they search for hidden caches of
equipment and weapons. As they near the secret locations of caches, the
GM makes Vision rolls for them, with the difficulty modifier he has assigned
to each cache.
If a roll is successful, the PC can open the cache. None are trapped --
probably. Upon opening the cache, the player rolls 1d on the Cache Contents
table. The result indicates either that he goes to another table or that
the cache is empty.
Here are a sample Cache Contents Table and subtables designed using Ultra-Tech
and a TL10 background.
Cache Contents Tables
Roll 1d for general cache type:
- 1 -- Melee Weapon
- 2 -- Missile Weapon
- 3 -- Armor
- 4 -- Drugs
- 5 -- Miscellaneous
- 6 -- Empty
Melee Weapon Table
- 1 -- Vibroblade
- 2 -- Stunwand
- 3 -- Monowire whip
- 4 -- Neurolash I
- 5 -- Sonic blade
- 6 -- Monowire blade
Missile Weapon Table (each carries 1d-3 shots, minimum of one shot)
- 1 -- Sporting Pistol
- 2 -- Holdout laser
- 3 -- Needler
- 4 -- Nerve Pistol
- 5 -- Sonic Stinger
- 6 -- Tangler pistol
Armor
- 1 -- Monocrys light vest
- 2 -- Reflec suit
- 3 -- Chameleon cloak
- 4 -- Distort belt
- 5 -- Holobelt (GM chooses image)
- 6 -- TL6 steel helmet
Miscellaneous
- 1 -- Grenade (1-3 smoke, 4-6 tear gas)
- 2 -- Emergency medkit
- 3 -- Biphase rope (10 yds)
- 4 -- Sniper mirror
- 5 -- IR contacts
- 6 -- Flashlight
Drugs
- 1 -- Adder (choose type randomly)
- 2 -- Rage
- 3 -- Shaker
- 4 -- Superstim
- 5 -- Tempo
- 6 -- Analgine
Sample Arena
Illustrated below is a layout of a sample arena for a TL10 Space
campaign. This is the planning map. The E's mark the two entrances where
the champions start the battle. Each champion is armed initially with an
ablative armor vest, a small TL10 BPC shield (PD 2, 4 lbs, $80), and a large
knife.
At each C is a hidden cache, and beside it is the Vision
Roll modifier for spotting the cache. The Cache Contents Tables are the
ones described above. There are no traps in this arena, but there is a sqook
(GURPS
Humanx, p.31) at each S. The lighting
in the Arena is dim, giving a -3 penalty to Vision and combat rolls.
Expansion and Options
The arena can be any size or shape. You can add two or three cavern maps
together, you can use one of the large battle maps SJG produces, or you
can make up your own. With larger maps, you can also add more combatants.
Three or four opposing fighters can be allowed, or even teams. As long as
the GM can keep track of each character's movement and LOS fairly and quickly,
anything goes!
After the Combat
What happens after the combat is up to the GM. If the PC champion loses,
the PCs will have to think fast. If the villain loses, the adventurers must
ensure he lives up to the bargain (he probably won't).
How the Double-Blind Arena fits into your campaign is up to you. It can
be a logical and dramatic part of any cinematic story line. When the time
is right, have the villain laugh gleefully and announce, "Let the contest
begin!"
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