Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Initiative: Evolutions in design
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="GMMichael" data-source="post: 7188971" data-attributes="member: 6685730"><p>I was pondering similar issues the other day. Not that I'd want my RPG to look like <em>the Mummy 2</em>, but cinematic fights tend to follow a single character until that character meets up with other protagonists, or at least hits a peak or a trough in the waveform of a fight. The problem with following one character for too long is that you can follow him first and his buddy second, though they are effectively fighting at the same time, and if the buddy's fight is much shorter it raises the question: why wasn't he able to come to his comrade's aid? What was he doing between his scene (which the GM played out second) ending and the first character's drawn-out fight?</p><p></p><p>Another problem is spotlight-time. In the first example, the faster-fighting buddy might feel shortchanged since the spotlight was on his companion longer. He could be interacting with other players while he waits, but if you're not talking to the GM, you're not really having an effect on the world.</p><p></p><p>This are just trade-offs, really. What you get in exchange for these is more cinematic battles. I don't think you'll find an "easy to adjudicate" system for this. In my system, I'd probably break the battle down into rounds. So each character gets a scene, but after three actions (one round) you'll still have to stop and let the other scenes play out. If you finish your scene during a round, then you'll be able to hop into another scene in the next round.</p><p></p><p>I guess anything is better than, "I swing. I miss. And I wait for six turns to try it again."</p></blockquote><p></p>
[QUOTE="GMMichael, post: 7188971, member: 6685730"] I was pondering similar issues the other day. Not that I'd want my RPG to look like [I]the Mummy 2[/I], but cinematic fights tend to follow a single character until that character meets up with other protagonists, or at least hits a peak or a trough in the waveform of a fight. The problem with following one character for too long is that you can follow him first and his buddy second, though they are effectively fighting at the same time, and if the buddy's fight is much shorter it raises the question: why wasn't he able to come to his comrade's aid? What was he doing between his scene (which the GM played out second) ending and the first character's drawn-out fight? Another problem is spotlight-time. In the first example, the faster-fighting buddy might feel shortchanged since the spotlight was on his companion longer. He could be interacting with other players while he waits, but if you're not talking to the GM, you're not really having an effect on the world. This are just trade-offs, really. What you get in exchange for these is more cinematic battles. I don't think you'll find an "easy to adjudicate" system for this. In my system, I'd probably break the battle down into rounds. So each character gets a scene, but after three actions (one round) you'll still have to stop and let the other scenes play out. If you finish your scene during a round, then you'll be able to hop into another scene in the next round. I guess anything is better than, "I swing. I miss. And I wait for six turns to try it again." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Initiative: Evolutions in design
Top