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Gun Fu, John Wick Style
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9511035" data-attributes="member: 82106"><p>OK, so, I start to scan this: From a sim "rules map game state onto fiction so as to produce a realistic outcome" standpoint I am confounded by the first section "composure". What is this modeling? I mean, as a game mechanic I'm not especially complaining, it is just some resource/damage track kind of thingy that when it hits zero it flips a rules switch. But if you were to imagine actual people in combat, what would justify this half speed movement thing? I'd think people who have 'lost it' in whatever sense, are no longer 'composed' (taking a reasonable English language definition of that word given the context) might well move either slower or faster, depending. Like they probably move pretty damn quick when they are GTFO of there. They might well choose not to move at all otherwise, but I think if you watched a few war movies of the more realistic sort you might see that a blanket rule like this is not terribly realistic.</p><p></p><p>Honestly, this reads pretty similarly to what you get when you layer the more advanced combat rules in places like Striker on top of the basic range bands and LoS system of Classic Traveller. Traveller doesn't have anything that is exactly equivalent to Composure, instead you just allocate damage to different attributes, so for example allocating damage to INT (granting core rules only talk about END, STR, and DEX here) you'd get something similar where your character can't think anymore once they're subjected to some damage. </p><p></p><p>Anyway, BRP does similar stuff, especially the more full-blown '80s versions of RQ (later games have elided a lot of the more fiddly bits, since games like CoC don't really focus on heavy armor and melee weapons). </p><p></p><p>All of these types of games are more or less 'heavy', on the order of something like 5e, and mostly produce similar results. I'm not entirely sure, just based on this extract, how momentum would tie all this together in a different way, maybe it does. At a surface level it gives me pretty traddish impressions ala some of the more modern trad RPGs, perhaps.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9511035, member: 82106"] OK, so, I start to scan this: From a sim "rules map game state onto fiction so as to produce a realistic outcome" standpoint I am confounded by the first section "composure". What is this modeling? I mean, as a game mechanic I'm not especially complaining, it is just some resource/damage track kind of thingy that when it hits zero it flips a rules switch. But if you were to imagine actual people in combat, what would justify this half speed movement thing? I'd think people who have 'lost it' in whatever sense, are no longer 'composed' (taking a reasonable English language definition of that word given the context) might well move either slower or faster, depending. Like they probably move pretty damn quick when they are GTFO of there. They might well choose not to move at all otherwise, but I think if you watched a few war movies of the more realistic sort you might see that a blanket rule like this is not terribly realistic. Honestly, this reads pretty similarly to what you get when you layer the more advanced combat rules in places like Striker on top of the basic range bands and LoS system of Classic Traveller. Traveller doesn't have anything that is exactly equivalent to Composure, instead you just allocate damage to different attributes, so for example allocating damage to INT (granting core rules only talk about END, STR, and DEX here) you'd get something similar where your character can't think anymore once they're subjected to some damage. Anyway, BRP does similar stuff, especially the more full-blown '80s versions of RQ (later games have elided a lot of the more fiddly bits, since games like CoC don't really focus on heavy armor and melee weapons). All of these types of games are more or less 'heavy', on the order of something like 5e, and mostly produce similar results. I'm not entirely sure, just based on this extract, how momentum would tie all this together in a different way, maybe it does. At a surface level it gives me pretty traddish impressions ala some of the more modern trad RPGs, perhaps. [/QUOTE]
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