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Can I Make My Games More Like Pirates of the Carribean?
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<blockquote data-quote="Desdichado" data-source="post: 2940567" data-attributes="member: 2205"><p>I had a similar issue, when my supposedly "swashbuckling horror" game was starting to feel a noticable lack of swashbuckling. I didn't have to tinker with the rules; I ended up just giving some thought to the enemies and the locations where combat was being fought ahead of time. If you're setting the example by having NPC combatants doing crazy things like leaping from balconies, swinging from chandaliers, etc., the PCs will probably tend to start trying it too. They did in my game, at least.</p><p></p><p>A few weird little events like having rice paper walls that NPCs would burst through, steam pipes that could be ruptured, or have their valves turned (emiting cones of steam for damage and cover) and whatnot went a very long way towards really making my combats more fun. And it wasn't much work, or any real houserules; just a little bit of thought ahead of time.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 2940567, member: 2205"] I had a similar issue, when my supposedly "swashbuckling horror" game was starting to feel a noticable lack of swashbuckling. I didn't have to tinker with the rules; I ended up just giving some thought to the enemies and the locations where combat was being fought ahead of time. If you're setting the example by having NPC combatants doing crazy things like leaping from balconies, swinging from chandaliers, etc., the PCs will probably tend to start trying it too. They did in my game, at least. A few weird little events like having rice paper walls that NPCs would burst through, steam pipes that could be ruptured, or have their valves turned (emiting cones of steam for damage and cover) and whatnot went a very long way towards really making my combats more fun. And it wasn't much work, or any real houserules; just a little bit of thought ahead of time. [/QUOTE]
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Can I Make My Games More Like Pirates of the Carribean?
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