Aggression and The Last Gasp
I'm working on putting together a new campaign, a fantasy action/political intrigue one called Tales of Heian Twilight. There are going to be some vague influences from the 'Soulsborne' games (Bloodborne and the Dark Souls series), most notably in the use of The Last Gasp.
I've only gone through two of those games in any sort of depth, and between them and discussions on how to handle magic in Heian Twilight I've started thinking a bit on the idea of aggression - not from enemies, but from players.
Pictured: an enemy you cannot afford to take your time on.
Now, in Dungeon Fantasy GURPS, people can Attack and Step all they want, and sometimes they can Move and Attack too-even well, depending on if Heroic Charge is being used or not. How aggressive a PC is mostly comes down to how they position themselves in a fight, be it near major enemies or further away for ranged fights, and if they use All Out Attacks or C omitted Attacks. There's FP based abilities for casters, but they can recover between rests.
The Last Gasp serves to introduce penalties to very high levels of aggression. Spending FP to get AP after AP and keep up a non-stop attack is certainly something you can do...but it's going to take hours to recover that FP, and progressing with it will rapidly start penalizing your attributes. This leads to lulls in combats, time spent moving carefully and positioning oneself, people taking breaks. Do you want to try to recover AP with Waits, or use Destiny Points to get a Second Wind? There's a decision to be made there, though in default TLG I feel like there's not enough reason to bother spending FP. It's risky, it almost always hurts you, and it doesn't always get you close enough to winning to justify itself.
At least in the soulsborne games, I start to feel in control of the fight whenever I can take the fight at my own pace. For Heian Twilight, there aren't going to be very many fights, so I'll want some major ones to remain tense. A way to do that is to make the fight encourage a certain level of aggressiveness from players - TLG penalizes you for taking it too fast, so something that makes taking it too slow a bad idea could help amp up the tension and make for a more interesting fight. Shamelessly stealing from videogames, here are some ideas I have on how to encourage risky, aggressive play from PCs.
Mooks In The Last Gasp, weak enemies always take at least 1 AP to remove from the fight...but leaving them alive means having to spend AP turn after turn defending from their attacks. Even heavily armored PCs may have to worry about mooks shoving, grappling, or tripping them. Going after the mooks hard and early means you're more freely able to focus your energy at the big guys. If there are campaign switches that get PCs back resources on a kill, mooks then encourage chaining attacks to get as much of that stuff as you can at once.
Recovering Enemies PCs can take time away from attacking to rest and recover their breath. There's no reason enemies can't do the same - and no reason they can't be better at it, either. If the boss monster can recover more quickly than PCs, time is no longer on their side and they'll need to fight faster than the monster's pace. Regeneration (AP) can promote this, especially if it takes a recovery action. On a recovery action success a PC gets back 1 AP, but a tough enemy might get 4 or more! Regenerating HP enemies fall under a similar umbrella.
Limited Openings If an opponent is only easy to hurt every few turns, PCs are encouraged to make the most of the chances they get. The crudest way to do this is invincibility phases on a boss, but it can be more subtle than that. If there's a barrage of attacks that makes the PCs have to spend all their time defending, then they'll want to hit hard during what gaps in the attacks they can find.
Time Limits If the PCs only have so much time to defeat the enemy, then recovery actions (and anything else that doesn't immediately help them win) becomes a more tricky choice. Time limits don't have to mean a literal ticking clock, and probably shouldn't. If the enemy can consistently damage the PCs, instead of a countdown clock they have a countdown HP bar. If there are strong Afflictions or poisons at play, then fighting too slowly could see the PCs lose their ability to fight effectively before they win.
Including elements of these should make for more tense fights under The Last Gasp. I'll probably try out a few in play, and I'd like to hear other people's ideas as well.
Image at the top of the post is Vicar Amelia from Bloodborne. If you leave her alone in her second phase, she’ll retreat and start healing herself - and she’s better at it than you are.














