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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="Bilharzia" data-source="post: 8077257" data-attributes="member: 6970322"><p>Haha! yeah it's not the most inspiring of images. After finding the character sheet from Top Secret that John mentioned I realised I've gone down that direction myself, this is the character sheet of my mega-boss from a climatic encounter, (a 9-headed hydra Mushushu, each head with a different attack) who eventually met its end, I split the armour and HP into two rows of bubbles, it's doesn't have to be the stay-puft man, although it can be someone's nightmare: (digital scribbles are the tracking marks from me as I ran the game online)</p><p></p><p><img src="https://i.imgur.com/weJQIax.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Perhaps a better example (not mine) a full character sheet from the RuneQuest 3 days:</p><p></p><p><img src="https://i.imgur.com/JUklSXY.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p></p><p></p><p>Narrative/Story telling is definitely a different approach which appeals to certain players. It does illustrate something I noted earlier though which is "narrative fatigue". You have to keep inventing and telling a story about what is happening, because the mechanics behind the story is the hit-point-attrition system. The issue with this way of running and participating in the game is that you have to keep this up, keep inventing and telling this story because there's not much happening other than the HP attrition. Of course this is great for players and GMs who prefer to be largely free of the mechanics and improvise the story of the action. The problem with this is that not everyone <em>does</em> prefer this, and in fact I'm not sure most people do, my experience is most players are <em>not</em> that inventive and are not that good at this kind of improvised story telling(!), if it's not supported by the mechanics.</p><p></p><p>This is what I mean about the story emerging from the system. The players are making decisions and are embellishing to some degree but they aren't creating a story - they are responding to the events and actions around them, through their own decisions and actions, and the consequences of some randomness. If there is a story it is told after the encounter. I would find the way of playing you are describing unsatisfying largely because the mechanics aren't interesting and the level of story-invention is irritating (to me), equally I can see many people are turned off by the detail of a system like Mythras.</p><p></p><p></p><p>I'm intrigued by this but I don't know what you mean!? Can you say what you mean here? <img class="smilie smilie--emoji" alt="🤓" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f913.png" title="Nerd face :nerd:" data-shortname=":nerd:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="Bilharzia, post: 8077257, member: 6970322"] Haha! yeah it's not the most inspiring of images. After finding the character sheet from Top Secret that John mentioned I realised I've gone down that direction myself, this is the character sheet of my mega-boss from a climatic encounter, (a 9-headed hydra Mushushu, each head with a different attack) who eventually met its end, I split the armour and HP into two rows of bubbles, it's doesn't have to be the stay-puft man, although it can be someone's nightmare: (digital scribbles are the tracking marks from me as I ran the game online) [IMG]https://i.imgur.com/weJQIax.png[/IMG] Perhaps a better example (not mine) a full character sheet from the RuneQuest 3 days: [IMG]https://i.imgur.com/JUklSXY.jpg[/IMG] Narrative/Story telling is definitely a different approach which appeals to certain players. It does illustrate something I noted earlier though which is "narrative fatigue". You have to keep inventing and telling a story about what is happening, because the mechanics behind the story is the hit-point-attrition system. The issue with this way of running and participating in the game is that you have to keep this up, keep inventing and telling this story because there's not much happening other than the HP attrition. Of course this is great for players and GMs who prefer to be largely free of the mechanics and improvise the story of the action. The problem with this is that not everyone [I]does[/I] prefer this, and in fact I'm not sure most people do, my experience is most players are [I]not[/I] that inventive and are not that good at this kind of improvised story telling(!), if it's not supported by the mechanics. This is what I mean about the story emerging from the system. The players are making decisions and are embellishing to some degree but they aren't creating a story - they are responding to the events and actions around them, through their own decisions and actions, and the consequences of some randomness. If there is a story it is told after the encounter. I would find the way of playing you are describing unsatisfying largely because the mechanics aren't interesting and the level of story-invention is irritating (to me), equally I can see many people are turned off by the detail of a system like Mythras. I'm intrigued by this but I don't know what you mean!? Can you say what you mean here? 🤓 [/QUOTE]
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