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Gun Fu, John Wick Style
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<blockquote data-quote="Emberashh" data-source="post: 9509556" data-attributes="member: 7040941"><p>Well, what was written is essentially just an essay that explains the system and the context it exists in, but also the design context for why it was designed that way.</p><p></p><p>So, I'd say it'd be a bit of a misstep to treat this as though its a rulebook, particularly when at the time of writing it was still largely theoretical compared to the system it was adapted from. I'd wager roughly 90-95% of the text you copied wouldn't be needed if the intent was to give something directly playable.</p><p></p><p>Labyrinthian as of the last revision of its combat section condensed the core rules down to one 14pt font page (and this was with me still throwing a lot of flavor in rather than pure rules), and you'd be extracting the Content you want to care about onto your character sheet and/or Item Cards. A person with zero experience can follow that page and be basically competant in any combat scenario, even if they aren't as fast on the uptake as experienced players, and the teaching method thus far has been don't worry about anything not on that sheet until you're ready to learn more. (Usually when somebody else at the table does something cool)</p><p></p><p>And speed wise, this system is still one you'd have to learn at the end of the day, and once you do it becomes clearer why it can run as fast as it does, as you're not constantly engaging the full system just because you're fighting.</p><p></p><p>Not only do most fights not require shifting into the combat procedure at all, but within the ones that do, the game mechanics organically focuses your choices, which reduces the overhead you're having to engage with.</p><p></p><p>But now you've got this on my mind I'm probably going to end up doing a write up of GunFu today, so we'll see how that goes. This system in comparison to Labyrinthian has the potential to be even faster due to the intense lethality of it and what will likely be fewer players-as-combatants, but its too early to say for certain, knowing it took over a year to iterate Labyrinthian's combat into its current state, which is actually even more streamlined than what the 1pg sheet would suggest. The whole game is undergoing a revision atm from the ground up, so its just been a minute since I've put hands on that.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9509556, member: 7040941"] Well, what was written is essentially just an essay that explains the system and the context it exists in, but also the design context for why it was designed that way. So, I'd say it'd be a bit of a misstep to treat this as though its a rulebook, particularly when at the time of writing it was still largely theoretical compared to the system it was adapted from. I'd wager roughly 90-95% of the text you copied wouldn't be needed if the intent was to give something directly playable. Labyrinthian as of the last revision of its combat section condensed the core rules down to one 14pt font page (and this was with me still throwing a lot of flavor in rather than pure rules), and you'd be extracting the Content you want to care about onto your character sheet and/or Item Cards. A person with zero experience can follow that page and be basically competant in any combat scenario, even if they aren't as fast on the uptake as experienced players, and the teaching method thus far has been don't worry about anything not on that sheet until you're ready to learn more. (Usually when somebody else at the table does something cool) And speed wise, this system is still one you'd have to learn at the end of the day, and once you do it becomes clearer why it can run as fast as it does, as you're not constantly engaging the full system just because you're fighting. Not only do most fights not require shifting into the combat procedure at all, but within the ones that do, the game mechanics organically focuses your choices, which reduces the overhead you're having to engage with. But now you've got this on my mind I'm probably going to end up doing a write up of GunFu today, so we'll see how that goes. This system in comparison to Labyrinthian has the potential to be even faster due to the intense lethality of it and what will likely be fewer players-as-combatants, but its too early to say for certain, knowing it took over a year to iterate Labyrinthian's combat into its current state, which is actually even more streamlined than what the 1pg sheet would suggest. The whole game is undergoing a revision atm from the ground up, so its just been a minute since I've put hands on that. [/QUOTE]
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