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Scampir
@Scampir

The game espouses this, and if you haven’t read Planet FIST this might come off as an empty statement. You might not be interested in the premise of a Narrativist Tactics game, but you might be interested in design that enables combat roleplaying in plain language. This is the domain of Planet FIST: Faithless Edition. This chost is going to make a big claim: that if you are interested in including good combat in theatre-of-the-mind play, Planet FIST: Fatihless edition is using tools you should extract into your own technique.

For the purposes of this chost: Narrativism is a game design principle where the outcome of a dice roll determines who gets narrative control over an outcome. Also for the purposes of this chost, a tactics ttrpg is one where player choice of relative positioning on a defined game space is presented as having an incredible amount of choices, but this is done to obscure two or three meaningful choices.

So here’s the breakdown1:

A passage of text from the playtest document for Planet FIST: Faithless Edition explaining how consequences are foreshadowed and initiated as part of it's round structure.

In a round of Planet FIST, the Referee foreshadows the intention of every enemy squad (with a list of suggestions at hand, and encouragement for the Referee to exercise discretion), which if not engaged with by a player character, will be completed at the end of the round. So, players choose where to engage and weigh the options their attributes afford them. Where Planet FIST is jumping away from other tactics games is that we wouldn’t appear to begin with perfect information. We don’t know what an enemy is about to do, only discovering when they do it. In many games, not just the tactics ones, having imperfect information is our complicating factor. In Planet Fist, Narratavism is our complicating factor.

So, Players begin knowing all of the enemy squad intentions through Referee Barrel Moves. They make choices as to where they will go next, and the Narratavist rules complicate their tactical choices (as well as what their future choices can be!). The Perfect Information afforded from the Barrel Moves is not as powerful to have as it would be in another tactics game because the surrounding framework is different. Planet FIST is slimming down on the mechanical expressions of tactical choices, emphasizing the important ones in plain language, and producing a combat loop that is communicated in more natural language.

After all players have taken their turns, the enemy squads make their moves, and any other promises that need to be delivered come into effect. At the end of each round it’s guaranteed that the enemy squad has changed states on the map ,and is preparing to change states again, keeping the battle on the move, fluid, and tactically rich.

How can you translate this to your game? Read Planet FIST to learn its round procedure. Read it’s barrel moves. Call your shots and keep your promises.


  1. I have permission from @jessfromonline to post this


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in reply to @Scampir's post:

wow this is SO cool to read, thank you so much and i am so so glad you like it!

first, to credit some sources: John Harper & Paul Riddle’s The Regiment: Colonial Marines (an unreleased space marine combat PbtA game) had a big impact on how i think about all this, as did Apocalypse World Second Edition’s Threat Move section, The Sprawl by Hamish Cameron, and conversations with John Harper & especially with satah @sitcom.

second, i would LOVE to hear more about what you mean by narrativism being the complicating factor, and what sort of challenges that introduces uniquely vs. tactics games with incomplete information.

third, i LOVE what you said about tactics games indicating a mirage of large numbers of choices obscuring a few meaningful ones. that’s so often my experience, especially in TTRPGs, and i’d never thought about it in those terms. i am also hadn’t really been thinking about complete vs. incomplete information when writing the barrel move framework, mostly because that aspect was drawing on a different tradition—PbtA soft moves—that didn’t concern themselves with it. it’s so interesting to see my own work through that lens, thank you for offering it and i think it’ll inform things going forward.

finally, anyone reading this who is excited about it: join the PLANET FIST community discord! i’m currently still running playtests for this edition & testing this framework change in particular and i’d love to have more players—and especially to have more GMs to try out these moves! link here: https://discord.gg/TRYe9AJa

I'm getting boss baby Into the Breach vibes from this and I like it.

perhaps more accurately, I find I can draw a parallel between your explanation of barrel, bullet and recoil moves, and the basic gameplay of Into The Breach (and probably countless other games in the genre idk), wherein the immediate-future enemy moves are shown with perfect information, the player can address them (with presumably less narrative freedom in ITB than PF, but no dice rolls), and then the consequences happen and the ref sets up the next round of moves.