Steady Vane
Explorer
While seemingly about combat, each descriptor more describes what the relationship between combat and the rest of the game rules is. Or what the game wants out of combat in its system.
War sees combat as flashy, but ultimately an obstacle to be interacted with. Talk, fight or flee, each has macro gameplay outcomes and options.
Sport sees combat as only flashy if it interacts with a player's build. Use your Feat chains or daily powers to do a flashy move on the enemies and watch them die horribly, feel good. The structure is moved to more micro decisions, as is the time of game rounds. War has combat rounds last a minute. Sport shrinks individual rounds to 6 seconds as it zooms in.
Theater sees combat as extension of the GM's duties to shape a story for the PCs to enjoy. Have fun incorporating the PC's backstory into the combat to make it worth something. Combat should reflect current game state of the story, not be an obstacle or the point of the game. The game is instead now about meta character story, not combat mechanics or emergent through world interplay.
War sees combat as flashy, but ultimately an obstacle to be interacted with. Talk, fight or flee, each has macro gameplay outcomes and options.
Sport sees combat as only flashy if it interacts with a player's build. Use your Feat chains or daily powers to do a flashy move on the enemies and watch them die horribly, feel good. The structure is moved to more micro decisions, as is the time of game rounds. War has combat rounds last a minute. Sport shrinks individual rounds to 6 seconds as it zooms in.
Theater sees combat as extension of the GM's duties to shape a story for the PCs to enjoy. Have fun incorporating the PC's backstory into the combat to make it worth something. Combat should reflect current game state of the story, not be an obstacle or the point of the game. The game is instead now about meta character story, not combat mechanics or emergent through world interplay.







