FAQs and their Answers

 

This FAQ was put together within the first few weeks of TROS's initial publication. Anymore all questions are handled personally by myself or one of the fans at our forum on The Forge. We may add to this sometime soon. Until then, enjoy what's here.

     
     

More About TRoS

NEW! Realism in FRPG Combat, by ARMA Director John Clements

What is TROS? (about the game)

Real time combat? Sort of...

FAQ (and their answers)

Reviews (is TROS right for you?)

 

1. Someone said your game advertised a real-time combat system. Is this true? If so, how can it be?

Yes, we advertise a "real-time" combat system. When we say real-time we don't so much mean that you roll dice and figure damage, etc, at the same speed that someone fights, but rather that it isn't turn-based in the traditional sense. Attackers and defenders make decisions and roll simultaneously; allowing great levels of both detail and strategy in combat while running faster than most any other game. We do guarantee it to be the most realistic combat system available on all levels: initiative, attack/defense resolution, damage, etc.

2. What is the central mechanic of your game like?

The central mechanic is a d10 success-based system, with a heavy emphasis on contested rolls, encouraging strategy, creativity, and decision-making.

3. Is the system complex?

Complexity...that's a hard question to answer nowadays. The mechanic is centralized, so it's easy to pick up quickly, yet there are many levels of involvement...overall I'd say though the system is intuitive, it's also detailed-meaning more complex than many game systems, but also more rewarding. It's probably about as complex as some of the games from the 80's, but with a much more fluid and fast-moving mechanic.

4. Is the setting more dark fantasy or epic fantasy?

The setting is a mix between the fantasy of myth and folklore (think Grimm's Fairy Tales), the pulp Fantasy of the 20's, 30's, and 40's, and historical research (Mallory's Morte d'Arthur and real-world history). The setting reaches back to before "epic fantasy" and "dark fantasy" applied. The end result is a very realistic world where magic is immensely powerful but also rare on a mythological scale. As far as I'm aware, this exact approach to and FRPG is new (or at least hasn't been done in a long while).

5. When and where will it be available?

The book is currently available by direct distribution through our web page for individuals and retailers. We will be releasing the game into US distribution in July, including a big premiere at Origins, via Wizard's Attic. We have also just recently picked up distribution in Europe. In short, if you want to get the game through traditional channels wait until the beginning of August. Otherwise order it from us online or pester your local retailer to contact us.


6. Although the fact you could lose a limb at any moment may make for very tense and exciting combat, but could also lead to a bunch of party members nicknamed Stumpy, Matt, Art etc. as per the old, tasteless schoolyard jokes. How does this work? If combat is truly that deadly, how does one stay alive? Are you expected to not fight very often? Does the game expect characters to die regularly and somehow deal with this in another fashion?

What keeps your characters from getting whacked is the same thing that kept man alive in the world back when it was this deadly (which, technically, it still is): cunning and wits. TROS isn't a hack-and-slash game...it's more about thinking your way through problems. An example I like to share at demos is something like this:

Three of you (adventurers) are walking down a path. One of you, a scout, runs up ahead and comes back to report that there are 5 orcs (or whatever) coming down the path. These orcs are on their way to do something bad, and you have to stop it (I'm ommiting details so save space ).

But what is an orc? It's a 6 or 7 foot tall warrior-from-birth from a culture that canibalizes the weak...

In every FRPG I've ever seen (and I've seen lots) it runs like this: the fighter(s) in the group either handles it alone ala Conan or the whole group just walks up to the poor orc bastards and the fight starts after an initiative roll. Some better players may choose to stage an ambush or whatever, but the advantage it gains them is piddly, and their 17-year-old characters really don't need the advantage anyway (if this doesn't sound like your FRPG games, then you're part of the blessed minorty).

In TROS, undersanding that the odds are bad--but that something must be done--the characters must act more carefully. So that begin to form a plan (teamwork in an FRPG...what an idea!).

"We'll hide in the brush off to the side and wait for them to pass. Then we'll sneak out and cut down the first three right away, imediately putting the odds in our favor. If we're lucky, the orcs will still be drawing their swords when we cut them down, too."

What develops is a low-risk plan...an ambush. Ambushes have been working in the real world since man started killing each other, but in RPGs they're usually just nice additions to the story that in reality aren't all that advantageous. Also, the "very deadly" system of the Riddle allows such plans to work as well as they should--because the orcs don't have "X" number of hit points, health points, damage thresholds, or whatever, even their bad-asses can get cut down in one well-placed strike.

In over a year of our own play we've lost one character to death, and it was due to a poor tactical descision on his part. Part of the philosophy behind such a realistic and brutal combat system is putting the responsibility for a fight's results into the hands of the players, not their dice. So the game uses strategy and planning on both team and indiviudal levels. As in the real world, smart fighters can beat statistical odds.

What if you just roll really poorly? Well, that's part of why we use dice...it keeps us from winning all the time. Despite that, however, the "Spritual Attribute" system (the motivation-driven character advancement spoken of in "What is The Riddle of Steel?") will grant bonus dice in fights (or any situation) where something important to your character is at stake.

And, in the case of maiming, the Riddle's super-flexible and powerful magic system can put the limb back on, if you can convince a sorcerer to take the risk of using so much magic at once.

Finally, because we recognize that some characters are just gonna get killed (it happens...but then again, if you swing a sword at people for living, who ever said it wouldn't...), TROS conains a system called "Insight," which--like Karma--allows much of a previous character's "experience" to pass on to the new one. Kind of a "consolation prize" of sorts.

Harsh, and probably not fair, but it IS balanced by the best mitigating factor...caution, thought, and the knowledge that everyone is mortal, and that none of you have hit-points.


   
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