Combat Clues

Often in one-shots, you see two broad types of trad TTRPG game – an investigation-heavy game, and an action- (or combat-) heavy game. Both have their pros and cons – in an investigation game you often get to interact with the setting a lot, have more roleplaying opportunities with NPCs, and have the satisfaction of solving a puzzle – but pace can slow as the most cautious player tries to leverage as much information as possible before proceeding. Likewise, a combat-heavy game rarely suffers from too little pace – but the breakneck speed can leave players wondering what the purpose was of rolling all those dice.

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A solution to both sides of this problem is to incorporate Combat Clues into your one-shots. They are clues that are discovered during a combat, skill challenge, extended task, or other perilous encounter – and they don’t replace the clues you have in the game, but they add to them.

RDJ’s Sherlock Holmes is the kind of investigative game I like to run – here he’s definitely finding out some combat clues

Why Combat Clues?

For reasons that are probably apparent to regular readers, I’m a fan of the action-heavy one-shot – I cut my teeth at conventions running 13th Age, which has only the lightest suggestion of an out-of-combat game system, and often use the Feng Shui 2 “Three Fights” adventure structure. But the issues suggested above are real problems – often a trail of clues is needed to make the session have narrative sense, and you’re faced with the option of interspersing combat with slower investigative scenes, or just making them find things out straight away. 

I also don’t like the post-fight interrogation scene – it never really plays out satisfactorily, and you end up with your ‘heroic’ PCs threatening the goblin with torture or worse as you frantically work out a reason why they won’t tell the entire plot to them at this point.

The other issue is that combat takes a long time in most games. If you’ve a 3-hour session of 13th Age, you’ll get two, maybe three fights in it – and maybe a montage – but you’re not going to have time for a lengthy roleplaying scene as well. Likewise, if you’ve got a murder mystery with 4 suspects, after the PCs talk to / encounter each one you’ll be struggling for time to get the action in to keep the player at the table who came for that (that’s usually me, by the way) to get it.

They also give fights a reason. I’ve written before about adding a ‘why’ to fights, and how effective this is – it’ll turn your combat-heavy tactical game into an epic exploration and mystery with multiple (well, more than one) layers of plot.

How To Prep Them?

The first step – and fair credit to Sly Flourish’s excellent Lazy DM’s Guide for this – is to dissociate your clues from locations and places. Just write a big list of what the players need to find out in the session. Ones where they need to find them to move the plot along, underline or put in a different colour or something – they’ll definitely find these, so you want to make these easy to find. We’ll call these Plot Clues – they can find these out in locations around the fight, or (if they don’t discover them through roleplay or skill checks) in combat.

Think too about clues that, while not necessary to advance the plot, will make the adventure more survivable, or give the PCs an edge in combat or a similar action scene. For example, the Living Statues are vulnerable to bludgeoning damage and resistant to slashing and piercing, to pick a fairly dull D&D-style one. Or that there are murder holes above the main chamber where goblins lair to drop oil on attackers (that can be avoided by canny PCs). Or that there’s a secret door to the crypt that bypasses the aforementioned statues. 

We’ll call these Boost Clues, and they make ideal combat clues – you can discover them in fights, in action scenes, or along the way as regular clues. Make a note next to each of them how they can be discovered; maybe the statues have dents and depressions on their armour, but no signs of stabbing or slashing wounds; maybe they can notice the ground-floor goblins glancing upwards and cackling as they raise their shields to advance, and that they avoid certain positions in the chamber. Or they may notice something in an earlier fight that benefits them later – the goblin sergeant has a sketch map that shows where the secret door is, or when he runs away he seems to vanish into thin air when he gets to the guard chamber.

Don’t push these – some just won’t work to find out in combat. You need a balance of combat clues and regular clues anyway. But just adding a few will make your combats deeper and more interesting, and add depth to your one-shots without adding extra time (or, conversely, make your investigative scenario more action-packed).

How To Use Them

At the table, armed with my list of clues and a few ideas about how to reveal them, I’ll try to be liberal in throwing them out there. Usually, this will happen at the end of the round – it’s an easy marker of time, and a good way to remember to do it (and, in 13th Age, to advance the Escalation Die – something I also always forget to do).

If Boost Clues aren’t revealed, or aren’t interpreted correctly, it doesn’t matter – they can just hang about in limbo. Plot Clues, though, probably need to be thrown at players if they miss them during combat. Don’t worry about being obvious with these, although allow the players to feel like they discover them due to their actions – that is, it’s better for them to find a map or a note than to have an NPC appear and tell them the answer. It’s always better to do this.

So, Combat Clues – how have you used them in your game? Have they been successful, or do your group prefer a clean break between investigation and action? Let me know in the comments.

Auntie Wu’s Tea House – a Hearts of Wulin One-Shot

Hearts of Wulin is Gauntlet Publishing’s PBTA game of wuxia melodrama – swords, romance, and, crucially, inner conflict. A lot of the APs available (and there are loads on the Gauntlet’s YouTube channel) focus on campaign play – so I sketched out a one-shot and ran it twice. Once face-to-face, at Revelation, and once online at Virtual Grogmeet 2022.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

Revelation is a PBTA con (report here), so I was assuming some relative knowledge of these kind of games – so we did character generation at the table, exactly as in the book. The notes below assume this. For Virtual Grogmeet, I couldn’t be as sure (and indeed, I had one player entirely new to PBTA) – so, inspired by the Avatar: Legends adventure book, sketched out some pregens.

Entanglements are the Bonds / Hx / whatever of Hearts of Wulin, and they’re absolutely key to getting the sorts of games it generates – in play I think the plot was about 40% external forces, and 60% players pursuing them. They’re really cleverly designed – you get a few to pick from for each playbook, and everyone gets one “general” and one “romantic” one. Each one has one PC and one NPC in it. They took a bit of time at Revelation, so for the second play-through, I sketched them out – picking the NPC but allowing the players to choose which PC they wanted in it.

For example, one of the PCs, Eagle Sentinel, an Aware (Travelling Teacher), had the following Entanglements:

  • I love Wu Chao (Aunti Wu’s ward), who I have overlooked too long; now they love [PC]
  • I suspect my friend [PC]’s parent is the villain White Fang Chu

They could, of course, swap the PC and NPC positions in these. This worked really well to get everyone on the same page quickly, and they always lead to excellent play. One tip if you’ve only got 3 players (which I had for both games) is to read the familial ties loosely – siblings need not be related, parents need be parents in name only – since you’ll have quite a tight web of romance. For Virtual Grogmeet, I used the Gauntlet’s excellent Character Keeper, and just let them roll their own dice.

So, below are my prep notes – I hope these are useful if you want to run it yourselves, or at least it helps for those “how exactly do you prep PBTA?” questions.

Auntie Wu’s Tea House

A One-Shot for Hearts of Wulin

Nestled in an isolated pass, the only route through the World’s Edge Mountains for miles, Auntie Wu’s has been a staple of the Wulin world. Warriors come to meet, drink tea, and … occasionally… to fight. But now, with the Army of the North massing behind the World’s Edge, you’ve been sent to persuade Auntie Wu and her household to withdraw – for surely the Army will overrun her. Will she listen to her? Will you obey your orders? Who among the encroaching army do you know already, and why did you not expect to fall in love with them again?

PCs & Setup

Follow the usual procedure after creation (no extra moves yet)

  • Go round and introduce their PC’s look and style
  • Go round and do Entanglements 1 each. Make a note of any new NPCs – the others can be on the table with their descriptions. Note that each Entanglement must involve 1 PC and 1 NPC
  • Choose a Bond with 1 of the characters in each Entanglement

In the opening scenes, get any extra NPCs on screen ASAP.

TWO PCs (A and B) have been sent from Magistrate Chen with a message for Auntie Wu – the army is already engaged on the Eastern Front, and they should fall back. Auntie Wu should evacuate her tea house and flee.

A – Why have you been trusted with this mission, and B – why are you reluctant to carry it through?

TWO PCs (C and D) have just escaped from capture in the Army of the North, and have been creeping up to safety

A – How did you escape from this mighty army, and B – what is their greatest weakness?

Opening Scenes 

In both of these make sure to bring in any additional NPCs from Entanglements as soon as possible – 

We begin with A and B as they settle in at the tea house and are brought soup. They can see the tea house shift into the evening, as baiju and beer is brought out, and Stone Ox Wu approaches them

Will you share your mission immediately, or wait and enjoy the hospitality of the evening?

Stone Ox Wu approaches them and asks their business – he then asks them to drink with him! This could well be an Impress move, or perhaps a Hearts and Minds if they stake their mission straightaway

Meanwhile, C and D are approaching from the North, climbing through the mountains. As they move through the quiet village towards Auntie Wu’s, they are not alone – there are soldiers here, carrying weapons and fire sticks. It seems that they are interrupting an ambush!

Do you alert the inhabitants or take out the ambushers yourself

As the ambush strikes, the tea house roof is (probably) set on fire – an Overcome move to tackle. Hordes of soldiers provide more than enough for some PCs to Deal with Troops, and they are led by Peerless Falcon and/or Sergeant Cheng and any other NPCs who could conceivably be with the Army of the North

Middle Scenes

After a period of respite,

  • The PCs could get aid from the Bandits, led by Number One Sword – could he help to protect, or shelter the villagers
  • They may want to seek help – or wisdom – from Harmonious Jade in his monastery
  • Both of these could provide allies 
  • They could investigate and try and sabotage the advancing army. The outer camps are run by Sergeant Cheng who has them in good order but could be convinced
  • Encourage them to also pursue their Entanglements, and remember to trigger Inner Conflict when appropriate

Possible additional “bangs” for these scenes include

  • Auntie Wu / another NPC has fallen ill! She needs herbs from the gardens at the foothills – near the army’s camps… or maybe Harmonious Jade can help her
  • Constable Cheng arrives, angry at A and B for failing to carry out their orders – why has the village not been evacuated?
  • Betrayal is discovered! A guest left an army seal, and a map of the grounds has been found on a messenger. Should they be punished or sent as a message?

Finale

The likely end point is a pitched battle – try and pair PCs off with potential scenes individually, including rallying the peasant army (Impress would be the move for this), fighting various NPCs or Troops, or dealing with betrayal

Possible Finale Bangs include

  • An ally (Number One Sword / Wu Chao / Stone Ox Wu) switches sides – for reasons established in previous narrative – can they be convinced of their error or punished?
  • Fire sticks! The houses around the Tea House are on fire! Villagers panic and rush to save their belongings instead of defending against the army
  • Any remaining Entanglement NPCs show up and cause trouble

NPCs

Auntie Wu, middle aged proprietor – wants only for things to stay the same, her tea house to be safe, and her daughters to be happily married off

Hunchbacked, carries a tray of tea or a walking stick

Sensory: The smell of jasmine, a calming influence

Schtick – crouch low and hunchbacked and nestle your hands around an imaginary cup of tea

Wu Chao, Auntie Wu’s neice – wants to escape her Aunt’s clutches and seek adventure – which probably doesn’t involve being married

Beautiful, porcelain-skinned, fights with flowing robes

Sensory: Serene and quiet, with a twinkle in her eye

Schtick: Winks conspiratorially at anyone (e.g. the PCs) who might be fun

Number One Sword – chief of the World’s Edge bandits, wants his tribe to be safe and money and riches

Bearded, powerful, wields a curved blade with symbols down its length

Sensory: Shouts orders as he appears suddenly, smells of sweat and booze

Schtick: Sit up straight and shout slightly at all times

Peerless Falcon – Captain of the Army of the North, charged with capturing the pass

SCALE 2 FIGHTER

Slender, armored, glowing – wields a pair of curved knives which he also throws

Schtick: Pauses for thought before replying slowly

Sergeant Cheng – a junior officer in the Army of the North

Stout, careful, taciturn. Wields a curved halberd. Is not entirely convinced of the Army’s cause.

Schtick: Looks worried and plays with his moustache

Stone Ox Wu, Auntie Wu’s son- wants to protect the Tea House at all costs

Huge, bald-headed, angry – wields a massive hammer

Schtick: Bellows and drinks Baiju from a glass whenever he can

Harmonious Jade – monk who lives in the World’s Edge mountains, whose monastery is famously neutral

SCALE 2 FIGHTER

Tall, portly, laughing – quick to smile. Fights unarmed

Schtick: Laughs and giggles at all times

Constable Cheng – imperious busybody constable who just likes to check on order

Fights with a staff

Schtick: Looks down on everyone and everything

If It All Goes Quiet…

Use these options at any time when it looks like there’s nothing going on, or if the PCs are reluctant to engage

Men with Knives!

  • A group of bandits/audacious soldiers have snuck into the camp to steal what they can before the serious looters arrive – have a PC discover them and them be offered a share of the loot

Big Blade Huang

  • A warrior of audacious skill visits the tea house; he has no interest in defending it, seeing beating an army as beneath him
  • Trigger the Deal With Misunderstanding move on p110 of the book (nb this is also where the Deal With Grief move is, which you’ll need if someone wanders off)

Avalanche!

  • The army’s explosives have triggered an avalanche to crush the tea house – can they get the villagers to safety?