[LWMPG] Battlewheel

hal

Mongoose
I have been refining a battlewheel tool for use with LWMPG to help keep track of engagements and battles. I note that this is specifically designed to work with my intepretation of the battle rules as written and understanding that some people differ.

LWBattlewheel-2-1.jpg


1. Each segment represents a PC and those enemies he is engaged with. The outer ring is where PCs and enemies who have not yet fought are placed. The inner ring is where PCs and enemies that have fought are moved to. The centre is where the initial pool of enemy counters is placed.

2. Use some form of token, counter or mini. I think D&D 4e counters would be cool.

3. Designate each segment to a PC by placing the PC counter in the PC circle on the outer ring.

4. Place all the enemy counters in the centre.

5. When a PC engages a enemy (or enemies) or vice versa, place the PC and enemy counter(s) in the inner ring of the PC's segment. This shows that they are engaged (the same segment) and have fought (the inner ring) i.e. the player has picked a number from the Random Number Table and turns to the Combat Results Table.

6. If a monster is engaged by two PCs, move the tokens so that the two PCs are adjacent and place the monster on the dividing line. This is a rare occurrence and the visual aid may break down if matters get too complex. It might pay to restrict only 2 PCs from engaging any one enemy unless that enemy is a solo monster.

7. Combat round ends when all counters are in the inner ring.

8. At the start of the next combat round, move all counters in the inner ring to the outer ring. This represents them still being engaged (same segment) but not having yet fought (outer ring).
 
This is really great, mate. Kudos to you.

I personally wouldn't use it as I've run LW and don't share these problems that others seems to be facing - I just use miniatures and maps as representations (and because the players love seeing a physical representation of their PC - don't we all!) as normal and its therefore obvious when PCs/creatures are engaged, but for those that don't then I can see this being a real benefit.

And I personally think that it will be useful for lots of people as I believe your interpretation of the combat rules matches the RAW. Its certainly how I've run things before.

Just out of interest, have you played LW yet?
 
Cheers.

Random Code said:
Just out of interest, have you played LW yet?

Yeah, though not much to be honest. Gearing up to run Blood Moon Rising at a local high school game club and then a Con. My wife is tempted to run Terror of the Darklords too :)
 
hal said:
Cheers.

Yeah, though not much to be honest. Gearing up to run Blood Moon Rising at a local high school game club and then a Con. My wife is tempted to run Terror of the Darklords too :)

Cool. I found that playing it, I grasped the rules far easier than I did just reading the books. I think some physical representation helps, even games using FATE variants benefit from visual aids for ranges and the like, so if miniatures aren't used then something like this is a good way to go.
 
Random Code said:
hal said:
Cheers.

Yeah, though not much to be honest. Gearing up to run Blood Moon Rising at a local high school game club and then a Con. My wife is tempted to run Terror of the Darklords too :)

Cool. I found that playing it, I grasped the rules far easier than I did just reading the books. I think some physical representation helps, even games using FATE variants benefit from visual aids for ranges and the like, so if miniatures aren't used then something like this is a good way to go.

Yeah. Despite my attempts to clarify the rules I think it's important to keep in mind that with a system this simple there should always be an element of discretion to suit the action too. Expecting the system to do everything kind of misses the point with this kind of game.
 
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