Kick Combat Back Into Shape! -part 2-

6 08 2008

Physical combat has been a part of roleplaying games for as long as I can remember. While this focus on combat might not be true for every roleplaying system out there, most rpg products have at least a section devoted to it and some might have as little as a section devoted to anything else.

This time, we’ll be putting conflict resolution on turbo wheels and hope it doesn’t crash. We’ll have a deeper look at some other ways we can treat combat resolution that are geared towards more efficiently creating a narrative that stands of top of meaningful choice, instead of tactical detail. Read the rest of this entry »





Kick Combat Back Into Shape! -part 1-

29 07 2008

Physical combat has been a part of roleplaying games for as long as I can remember. While this focus on combat might not be true for every roleplaying system out there, most rpg products have at least a section devoted to it and some might have as little as a section devoted to anything else. Among people who have played RPGs for some time, this is standard knowledge.

What interests me is that, while a lot of games set a pretty comprehensive framework to resolve physical combat, I have seen very little in terms of actually making an interesting combat scene. This can be very problematic and can turn a supposedly exciting part of the story into 3 hour long boardgames. Let’s get to the roleplaying gym and see if we can kick combat back into shape! Read the rest of this entry »








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