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The Bazaar #103: Feedback on Glitterbois Episode 215

  • Writer: Francois DesRochers
    Francois DesRochers
  • 2 hours ago
  • 12 min read

(Initiative Bubble Theory)


GENERAL


There are literally thousands of videos on YouTube discussing Initiative in combat, mostly from a D&D 5E perspective, and most times they simply rehash the same data we’ve all seen or heard several times over. It’s a stale topic, recycling mostly yesterday’s era of suggested solutions and in many cases, solutions are modelled for the d20 rules-set. This may or may not translate well over to Palladium Book RPGs, and frankly I’ve never seen or listed to anything that drew me in enough to bother. It’s also why I’ve not bothered to do an episode on Initiative, because nothing new has come along in, well, forever.


Then I logged back into my Spotify account and started catching up on some Palladium-related podcasts. One of the series of episodes came from none-other than Glitterbois. When they titled an episode on Initiative, I was initially wary, but thought I’d give it the first 5-6 minutes, and make a decision from there. It was enough of a fresh take on the subject that I went ahead and planned a whole blog post on the topic and the episode in general.


DISCUSSION


The Glitterbois. For those who aren’t aware, this is a discussion podcast that has been around for a few years; they also have a series of actual-play episodes for those interested. There’s been a slight change in the line-up, but the consistency in the production and release of episodes on Palladium-related content is certainly worthwhile to mention. With over 200 episodes, there is surely something worthwhile to pique your interest and whet your appetite.

New Series of Podcasts. The boys have started a new series of shorter, rules-based podcasts on combat, more specifically some of the various less-used, more obscure combat options that may have been forgotten. Largely based on the rules presented in RUE, they also dip into some of the other RPGs to present supporting or conflicting rules, at the very least to identify they exist and to keep you aware of it. How the GM chooses to implement them is their choice, of course. They rightfully reinforce the “GM fiat” to determine what works at your table.


Issues With Initiative. Long-standing issue with Initiative is not something exclusive to Palladium Books RPGs. It has a special complication due to the number of Actions each PC might have compared to those in other systems. This is particularly evident with certain Classes having upwards to two-four extra Actions per melee, dependent on skills and whatever Hand to Hand Combat skills where chosen, levels of PCs involved, and a slew of other factors. This complexity has developed a host of various solutions, some simplistic, other much more complex. A select few I’ve seen presented:

  • Linear by PC. Each PC/NPC rolls Initiative. By order, each PC expends all Actions, move to next in Initiative Order.

  • Linear by Initiative. Each PC/NPC rolls Initiative. By order, each expends one Action (or special Action needing two), move to next in Initiative Order. Sometimes has a PC/NPC with hanging attacks that targets are unable to defend against.

  • Expanded Initiative. I’ve seen where Initiative is started at Initiative Order and each attack occurs at 3-step intervals after (e.g. start at 18, next Action is at 15, third at 12).

  • Gapped Initiative. Starting from the Initiative Order, each PC divides the distance between Initiative and Zero by the number of Actions. An odd method where some can execute most Actions before another could even start.

  • Draw Cards. You draw playing cards and work out your Actions based on what you drew plus any Bonuses.

  • Excel Spreadsheet. I’ve seen some simple to exuberantly over-complicated Excel-based solutions to the Initiative problem.

  • Gimmicks and Products. There is no end of Etsy and Amazon gadgets or what-nots a GM could purchase to "help manage Initiative." I think most if them are bunk, but that's just me.

Loss of Initiative. I always took this rule to equate to a combat effect that temporarily pauses the character as they analyze the battlefield due to a sudden change in the situation, or get hit with a massive shot and are suddenly checking for broken bones or loss of a limb and chuckling that they actually survived the moment. In game terms, things are different, and for the life of me, it irks me there is no official Combat Term, even in the new TMNT Redux edition.


I once had a group of PCs and some NPC combatants all suffer a Loss of Initiative (failed Horror Factor from a spell if I recall). At the time, this was ruled as “drop to the bottom of Initiative Order,” basically meaning Initiative 0; there’s always that one Player that finds a way to roll Initiative 1. Well, I had 4+ decision points all stacked at Initiative 0. This made no sense to me, so I made an immediate and permanent adjustment to my table:

  • Loss of Initiative incurs Initiative Penalty (-6)

  • Loss of Initiative  is cumulative

Example: Jonah the Mercenary has a final Initiative of 14. They are affected by a Loss of Initiative. Their next Action occurs at Initiative Order 8 (14-6). If affected again, their next Action would occur at Initiative Order 2 (8-6). Affected a third time, they would act at “-2,” which is a thing, as others may roll low and also be affected by Loss of Initiative.

Episode 215: The Initiative Bubble Theory


General. I was going to call this my “sandbox theory” or some such, but credit where due to the guys at Glitterbois, it's the Bubble Theory (TM pending), LOL. I originally thought this to be rather an obvious thing, but after hearing them dive into the topic, realized this is almost certainly me not understanding some of the overall misconception of the Initiative issue. From my perspective, I've been running something akin to the “Bubble Theory” for decades now. Why the variation and "revelation" as they put it?

  • Player Assumptions. The way I see it, part of the problem comes from the variations other systems bring, and the largely locked-in assumptions of Players used to the d20 walled garden of rule systems. The Palladium Books RPGs are very much more like an OSR game than anything being produced and released now, certain different from 5E and its clones. It surprises me not this may cause a disconnect.

  • Grid-Based Rules vs Theatre of the Mind (TotM). While the Bubble Theory certainly could work well enough with other RPGs, it is incredibly impactful for any TotM play. I’m almost exclusively a TotM GM, so this made immediate sense, and I commend the guys on Glitterbois for their presentation of the issue. The grid-based combat system for 5E/d20 handles combat very differently; it’s much more prescriptive on how Feats interact with Player intention, giving the GM "relatively clear" direction. The PB RPGs leave the GM a wide margin to play with, which to some degree plays into the problem space we are talking about.

  • Initiative Only Affects the Bubble. While I very largely agree with their take (Initiative is applicable within the Bubble), as the GM I keep the overall order in mind. The fact Jimmy the Juicer might be moving at Initiative 22 and the two Cyber-Knights are in the mid-teens might independently be irrelevant. After a couple of rounds and various Initiative rolls though, that Juicer's typically very high Initiative might place them in a position to suddenly do something because their Bubble is “burst” because their mini-combat concluded before another one has.

  • The Assist. The issue of the Assist is brought up, and a valid case to examine. Their discussion of Sean Roberson’s comments are spot on, certainly the measure I use. The Juicer, done with his combat, might now be in a position to charge in a strike the fallen Cyber-Knight, or take a ranged strike. This should translate into a Sneak Attack or Long Ranged Attack, both of which are defined Combat Terms. As combat resumes, I’d keep the Juicer at their current Initiative Order as they join/influence the Cyber-Knight Bubble or move off to something else.

Example: The R2-D2 example mentioned is exactly the scenario I would use to reinforce this principle. The Storm Trooper pops up from the ferns, aims into the Bubble at the Bunker doors and takes a free ‘pot shot’ that R2-D2 never had a chance to Dodge. Chaos ensues.
  • Loss of Initiative. Something they discuss in Part 2, I follow what they are saying, and firmly believe they have it right within the context of their Bubble Theory. The only problem I have is in relation to the overall combat, and what occurs when several combatants have all “Lost the Initiative.” Is it successive, cumulative? Meh. It’s something I think could be firmly executed as presented, but with some hazards. As indicated before, I’ve simply decided to enact a slightly different method. GM fiat could find other equally valid solutions.

  • Non-Combat Actions. I really appreciated the time they took to cover the non-combat Action story pieces. I also fully endorse and agree with their take that this is one of the best ways to have a non-combat element add to the overall tension of the battle. Bravo!

  • More Than One Round. This is one of those elements that can work to great effect, but also can leave Players and GMs with a bit of a hanging-chad. If you spend too much time on one “Bubble,” you run the risk of culminating that Bubble before another starts, or cuts off the possibility of one affecting the other. A couple of examples:

Example 1. The Cyber-Knights are at it for two full rounds, cinematically attacking and parrying until one is getting dramatically at risk of serious injury. Meanwhile, the Juicer takes out the enemy Grunts in a couple of swift attacks. The Juicer could have come to assist or run off to fight in another part of the action.

Example 2. The fight in one of the Bubbles initiates a massive explosion, the shock wave and flames big/loud enough to affect the entirety of the battlefield (possibly even a HF roll). Having completed one Bubble before this explosion risks leaving GM/Players out of sync.

  • Observant Participants. The development of these cinematic moments, spectacles of action based on one or a few of the Player Characters, provides a great venue for some high-profile action. As the Glitterbois indicated, it also allows for great cliff-hangers by switching from one Bubble to the next, which amps up the immersive elements for everyone involved. Great catch.

  • One Big Baddie. The discussion gets all sorts of tricky once we get into a multiple PCs vs 1 enemy combatant scenario. Specifically once we get into Loss of Initiative. Loss in relative to whom? The Attacker? The group of PCs? Something to consider.

  • MDC vs SDC. The other element to ponder is the differentiation in how this system would apply in an SDC RPG vs an MDC RPG. In any of the SDC RPGs, there is a the distinct likelihood (though not a rule) that combat would last longer in terms of rounds compared to the MDC counterparts. This largely links back to the point of More Than One Round and The Assist, but games like Rifts have a knack for finding combat over quicker than either the GM or Players might have thought. MDC weapons seem to have outpaced the relative armor most NPCs/monsters bring to bear. It's not like a TPK is unheard of in a Rifts game..... right? Something to consider.

  • Ranged vs Close Combat. A lot of the discussion was contingent on a more close-combat oriented encounter, or something where the firefight could be influence by close combat (a bar fight). In fact for MOST of the PB RPGs this would likely be the norm. Alternatively, the high-tech nature and ranged combat elements of Rifts, Chaos Earth, Phase World and Mechanoids make them the exception to the rule. That these are the most popular games simply lends weight to the problem space. Can Bubble Initiative be accomplished? Absolutely, but it requires more preparation and flexibility from the GM to handle the vagaries of combat.


GM Stage Management. This is a style that requires a little bit mental and physical preparation by the GM. Even if you’re used to leveraging TotM, it’s always useful to have a pen and paper handy to keep track of things. I know I sure do! But the secret to this Initiative Order business is setting yourself up for success before a single d20 is rolled:

  • Plan the Encounter. As you develop the adventure and populate a "goose egg" with a combat section, you as the GM are obviously going to inject an antagonist or monster for the Players to overcome. Have the basic combat info (#Actions, Combat Modifiers, Attacks, Damage, MDC) scribbled out, but also develop a one-line plan of attack. One of the worst things about Random Encounter Tables is how to implement them into the adventure, and the unfortunate haphazard way the encounter sometimes gets thrown together. Plan each encounter’s initial point of contact with a view to developing these possible “Bubbles” and go from there.

  • Know Your Player Characters. A bit of a motherhood statement, but understand who can do what, and how they are likely best going to succeed. Nothing concrete, but you know you have a Juicer, a Cyber-Knight, a Vagabond and Rogue Scholar at scene X. There are enemies to fight, and challenges to overcome. As the GM you know who is likely going where, but also who may end up in one of those Assist roles from outside the Bubble.

  • Track the Battle (a.k.a. Scribbles). I always scribble things out on a sheet of paper to keep things handy, if not “organized.” You wouldn’t think that after looking to the page after a round or two, but it keeps my mind in check to “who’s who in the zoo,” what Initiative Order everyone is at, and generally how things are flowing. They get bracketed off into their "Bubbles" (per se), and off we go. I'll fully admit, by the end of things the sheet’s a jumbled mess of arrows, scratches over MDC values and imposed Penalties for injuries. However you run things behind your GM screen, just ensure you’re the one working with Players to generate a fun and immersive, if not high stakes combat scene.

Ep 251 Example: That Vagabond might next to the Rogue Scholar (Bubble 1), but providing covering fire for allowing the Juicer a chance to charge the Grunts or work around a flank to get at them unseen (Bubble 2). Once the Juicer is doing Juicer-things (TM pending) over in Bubble 2, the Vagabond might switch to provide an assist to the Rogue Scholar (Bubble 1), or feel plucky enough to fancy a Sneak Attack on the fallen Cyber-Knight (Bubble 3).

  • Pen and Paper. Before anything goes down, I like to have this information written out/printed out beforehand. Typically, I’ll scribble the required combat information and initial plan of attack. I normally don’t randomly assign monsters to PC; biggest threat gets the most attention, or in some cases least as the monsters may pick on the weakest. From there, I scribble the encounter blocks, “Bubbles” if you will, with Initiative and work the combat rounds from there.

  • Improvisation. Be prepared to make wild and crazy improvisations that can and possibly should affect different Bubbles. Things can occur “off camera” that could perhaps influence the foes the PCs are fighting. The environment in and around the fight scenes are rife with opportunity to make things more dramatic. Because we’re not limited to grid-based combat, the GM can exploit any number of options:

o   Explosions knocking people to the ground

o   Blinding smoke suddenly revealing reinforcements

o   A rift appearing in the distance (and whatever that produces)

o   SAMAS patrol introduces themselves by shooting into the combat


CONCLUSION


The Glitterbois are one of several Third-Party platforms that supports Palladium Books that I would heartily endorse to anyone else in the hobby. In just about every case I can recall listening to, the banter is free-flowing and very easy to follow. The sound quality is top tier and easily managed, whether listening over speakers in your car or headphones (e.g. self-check-out aisle at Costco on a Saturday, ugh). Well appreciated.


The concepts presented in this episode are a superb start point for rethinking how your TTRPG combat works. Are you a literal/linear Initiative enthusiast wondering about this whole Loss of Initiative thing? Quite frankly, I think the boys have proverbially cracked the Caramilk secret in what Kevin was always trying to convey. It’s perhaps a modification to what most people likely think as the Initiative Order sequence that is presented in the Palladium Books RPGs. I don’t necessarily think the discussions went far enough to support all of it (e.g. someone joins the Bubble, ranged combat), but they admit as much, and endeavour to play it out. As the expression goes, starting now with an 85% solution is better than doing nothing while waiting for the 100% solution. This is definitely a great start; I don't know if further refinement and play testing will lead to Bubble Theory 2.0; I'd look forward to listening to their take if it did.


I'll end on this; it's one of the few episodes (YouTube, podcast, et al) discussing Initiative that I've listened to in what seemed like forever that didn't present something already discussed somewhere close to a million times. It's a fresh take on the subject, based on a part of the rules that I bet most GMs and Players completely overlooked at one point or another; myself included! I'll grant myself more a measure of blind luck over serious pondering of the rules that I got closer to the mark from the beginning. Given the slight variances found in each of the PB RPGs and how GMs interpret the wording in each over the other, will it work for everyone? Likely not, but I'm willing to bet that it comes closest to the spirit of things. If it spawns the thought process for you and your table, great. If you dump it and work with what has done well for you at your table, of you go mes amis/mis amigos! If it grabs traction, fine. Honestly, I think that's what Episode 215 was all about. So go check it out and give the guys at Glitterbois a serious consideration for your Palladium-related listening fix.


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