Okay, so one thing that is pretty common about RPGs is that combat tends to drag on awhile, especially towards the end of non-"boss" or otherwise "climactic" battles. Untold is pretty good about limiting the duration of fights compared to other systems, but there still sometimes winds up being a "can't we just call this done" moment near the end of combats (by my experience, anyways). People have explored the possibility space of the fight, they've done their cool stuff with their Characters, and now they just want it over with.
Well, at this point there are a lot of options. You could just fudge the numbers and let the antagonists drop earlier than they should - something I, admittedly, do a lot - but sometimes you have half the Party wanting to move on and half wanting to continue past "killing" into "overkilling." At that point, you can't really favor one side over the other without robbing one side of something they enjoy... and woe be unto you if a Player catches you fudging against their desires. So what do you do?
Similarly, I've come to realize that long-term Untold games need a third form of "reward" that can be given out during play as a method of "incentivizing" desired play. If you give out even 1 UP for every good scene or awesome tactic (or whatever else you want to see from your Players), you'll soon be either destabilizing the Party's UP balance and/or moving too quickly up the scale to god-like power levels. Alternatively, giving out cards in reward quickly runs out of options if they're presented for every cool thing done.
My suggested solution is what I call a "Mook Token." Players start out with a VERY small number (something like two - three is actually pushing it, I would say, unless you're big into "horde" combats). They earn them by doing cool things, as a "minor" sort of reward, and they can turn them in upon hitting a random enemy to dub that enemy a "mook" - effectively one-shotting them to death. There are, obviously, a few secondary rules that have to pair with this concept... but surprisingly not all that many:
1.) Mooks must be faceless - nobody with a name can be "mooked."
2.) Mooks must be numerous - it can't be a mook if there were not at least two of that Minion in play during the combat where the Mook Token was used.
3.) Mooks must be damaged to die - you can't drop a Mook with something that only inflicts a Condition.
4.) At GM's discretion, two or more Mook Tokens may be turned in simultaneously to violate one or more of these rules.
That way, a Character whose Player is bored of combat can effectively spend their reward to help bring it to a quicker end. They feel like they're getting something tangible out of doing cool stuff, you don't have to try and read minds to see when people are getting bored of combat, and you won't need to try and split the difference when only part of the Party wants to end a fight because they'll be using a mechanic to do it and thus the onus of the decision is no longer on you. Get it?
It sounds like a cool idea, but the explanation's not really clear. What is a mook token? What does it do, exactly? Do I need more coffee?
:P
Ashy, just go get more coffee...come back when you're more awake...
I can sympathize with you, MHM, and you have an interesting idea. I've experienced the same problems with Random/Non-Random Encounter 13, but am lucky enough for my players to continue "pushing the envelope". Instead of tokens, they have a system that involves leaving one member of the party behind to essentially "mop up" the encounter so the story can continue. If it's a powerful creature, then they resort to the BFG moves to kill it quickly so they can continue...Sometimes, though, they just run.
Ok, more coffee and...sorry, I'm still not seeing it... Help?
Mook - Usually used to refer to generic goons in TV and role-playing games. Mooks are usually faceless henchmen who show up only to be easily dispatched by the main characters. (from urban dictionary)
Mook Token - A token used in roleplaying that a player may turn in after earning to instantly kill one 'mook' on the field. (definition courtesy of me)
Yes, I KNOW what a MOOK is... :P
M3 said:
"Mook Token - A token used in roleplaying that a player may turn in after earning to instantly kill one 'mook' on the field. (definition courtesy of me)"
a player may turn in after earning to instantly kill.... Hurh??
I've never heard this term.
But from what I'm understanding, its something like a "get out of jail free" card for minor encounters. Ya know...Hello Random Encounter #174, Bang! You're Dead! Time to move on...
Specifically... "They earn them by doing cool things, as a "minor" sort of reward, and they can turn them in upon hitting a random enemy to dub that enemy a "mook" - effectively one-shotting them to death."
Process is as follows:
1.) You hit an enemy that fits the requirements.
2.) You turn in a Mook Token.
3.) The enemy instantly dies from your hit, regardless of what its UP and damage was.
And as for what a "mook" is:
'A slang term for the hordes of standard-issue, disposable bad guys whom the hero mows down with impunity. Also called "goons," "scrubs," "drones," "flunkies," "pawns," "crunchies," "popcorn," "grunts," "minions," "lackeys," "underlings," "henchpersons," and "Cannon Fodder." Nameless, faceless, horribly awful shots, incompetent, unwilling to retreat, and completely disposable: they provide a chance for the characters to show off their flashy fighting skills and can be shot without guilt.'
Ah! Now I see....hurm...cool!
It's one of those things I figured would make for an easy way to "wrap up" combats, because once the mob has been whittled down to one guy fighting the Party there's really no threat and thus little entertainment left in it for the Players... but the Characters are still going to want to keep that guy from leaving and potentially bringing back friends. At the same time, it's a concrete Player reward - they get to kill something in one hit! - and the rules for WHEN it can be used keeps them from dubbing your Big Bad of a dungeon boss a "mook."
Of course, I'm always open to suggestions on how the idea might be better improved/used.
Just wondering how your Mook Token idea worked out in actual play? Do you still use it?
It was never implemented. Many Hatted Man and I are good friends and we've had a hard time getting a game up with our friends (most of them are pretty busy including MHM himself). The theory is still sound though.











Oh my goodness. This idea. I love it.