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[Discussion]Tempus Fugit ['closed' to new players]
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<blockquote data-quote="grufflehead" data-source="post: 5325670" data-attributes="member: 35977"><p>OK folks over to you - the discussion is out in the open so no chance of missed PMs. Any thoughts or issues I haven't covered that you think need addressing now? </p><p></p><p>I intend to do the lion's share of the GMing - all of it if you want. But Leif suggested he had some GURPS Cyberpunk material - happy to do an episode of that at some point? Do the other 2 have a ruleset/genre that they would like to consider running?</p><p></p><p>A thought I had yesterday was regarding handling combat. Long combats can suck the life out a game, and I'm also neither a fan of super-tactical combat nor very good with maps. First suggestion in the thread for shooting down is this: I run combat in a semi-narrative style. I'm not going full on Wushu (although we can always have a Wushu episode <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />) but what I will try and do is describe the scene for you (with images/maps if possible) and allow you to state actions. Unlike Wushu where what you say is what happens, I'll let you roll your own dice to decide how successful you are but I'll take a descriptive approach to assigning results more than a rigid adhernace to the rules. Good hits on bad guys may just lay them out if dramatically appropriate rather than have people hang about on low health and drag the combat out (and lose the momentum of the game).</p><p></p><p>I've already got an overall plot sketch, an intro and a couple of hooks pencilled in. I'm happy to start as soon as you want, and kick around this discussion while we are playing. Or we can spend some time thrashing out a few points before we get going.</p><p></p><p>The floor is yours! Let me know what you think of the questions I posed in the previous post.</p></blockquote><p></p>
[QUOTE="grufflehead, post: 5325670, member: 35977"] OK folks over to you - the discussion is out in the open so no chance of missed PMs. Any thoughts or issues I haven't covered that you think need addressing now? I intend to do the lion's share of the GMing - all of it if you want. But Leif suggested he had some GURPS Cyberpunk material - happy to do an episode of that at some point? Do the other 2 have a ruleset/genre that they would like to consider running? A thought I had yesterday was regarding handling combat. Long combats can suck the life out a game, and I'm also neither a fan of super-tactical combat nor very good with maps. First suggestion in the thread for shooting down is this: I run combat in a semi-narrative style. I'm not going full on Wushu (although we can always have a Wushu episode ;)) but what I will try and do is describe the scene for you (with images/maps if possible) and allow you to state actions. Unlike Wushu where what you say is what happens, I'll let you roll your own dice to decide how successful you are but I'll take a descriptive approach to assigning results more than a rigid adhernace to the rules. Good hits on bad guys may just lay them out if dramatically appropriate rather than have people hang about on low health and drag the combat out (and lose the momentum of the game). I've already got an overall plot sketch, an intro and a couple of hooks pencilled in. I'm happy to start as soon as you want, and kick around this discussion while we are playing. Or we can spend some time thrashing out a few points before we get going. The floor is yours! Let me know what you think of the questions I posed in the previous post. [/QUOTE]
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