Saturday, April 28, 2018

Munera Mayhem

Unsatisfied with my home brew attempt at gladiator rules, I decided to try out Munera Sine Missione from Alan Saunders (aka Kaptain Kobold) and Victor Jarmusz. As a test, I played a couple of matches this morning.

When I first read through the rules, there were elements that had me scratching my head. For example, it took more action points to move sideways than forwards. In my medieval LARP career, that really has not been my experience.* I was also concerned that it would be easier to move to the flank / rear than in real life. Nevertheless, I decided to give the rules a go as written.

I don't have gladiator figures so I grabbed some D&D minis. In my first bout, Jenna the halfling took on Durin the dwarf. Early in the bout, Jenna snuck in a couple of stabs, but Durin's heavy armor deflected the blows.

Then Durin got into an excellent position for an attack, and promptly fell flat on his rear (the attack roll was a double, which led to a special event; in this case the attacker got knocked down).

Durin managed to scramble to his feet. However, Jenna slipped to his side and thrust into a kink in his armor. Durin was now bleeding profusely.

Staggered by his wound, Durin could not match Jenna's agility. She got to his rear and plunged her dagger into his back. Durin fell down dead!

I did not bother with appeals to the crowd, although I am pretty sure Durin was a goner.

Anyway, I tried a second bout. This time Jenna faced Zorac, a lightly armored warrior with twin scimitars. Jenna drew first blood (a fairly deep wound) but Zorac replied with a slice that left Jenna in serious trouble. Zorac spared her no mercy; he followed up vigorously and ran her through

Overall, MSM worked quite well. It solved my main issue - lack of maneuvering. At first glance, some of the rules seemed a bit sketchy but they worked to create a balanced game with plenty of decision points. Maneuvering was important but was not out of proportion (note that I was using a square rather hexagonal grid, so that likely affected gameplay to some extent). At first, combat seemed like it would be fiddly but it actually was simple to implement. Kaptain Kobold has another winner here!**

* In LARP combat, I find I can move quite easily sideways while facing forward. In fact, doing just that sent me to the doctor once. Trying to cut off a flanking attack, I was running sideways while facing the enemy. I ran smack into a tree and injured my shoulder; I could not lift my arm above my head. Several weeks of physical therapy ensued.

** Lately Kaptain Kobold has posted about some changes to MSM  that he is testing. I'm curious to see how they play out!

4 comments:

  1. Good report! Part of the rationale in the sideways movement penalty is a way to distinguish (in game terms) a difference between a helmeted gladiator with others. The secutor helmet, for instance only had a few small holes to see out of. So it is easier for a bare headed gladiator to gain a flank attack in the game than it is for a helmeted one.

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  2. Thanks! The sideways movement rule is an excellent example of design for effect. At first glance it seems a little off but it generates realistic results.

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  3. I see Victor beat me to it in terms of a comment. Yes, the sideways movement has always been harder to do, but as you can see it gives an edge in terms of flank attacks to lighter gladiators or ones without helmets.

    I know Victor has played on a square grid, but the rules really were designed for hexes.

    The core mechanisms will almost certainly be unchanged in the new version (rolling for AP and combat being based on the difference between two rolls). The biggest change is in how fatigue is managed, and that's had a knock-on effect in a couple of other areas. I think that what we have now is more streamlined and even easier to use, though. We're just discussing things like the campaign rules now, and tweaks to classifications and special weapons.

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  4. Looking forward to seeing the new version

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