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Martial arts affecting your GMing style
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<blockquote data-quote="ArghMark" data-source="post: 4756636" data-attributes="member: 83266"><p>Wow, Jack, I must say thats impressive. None of my friends know that much about fencing or hand-to-hand combat other than boys mucking around. Could you explain your description system? I'd like to hear it.</p><p></p><p>Galloglaich: I exaggerated when I mentioned the beer bottle thing, but it was more of an example rather than anything I've GMd. My games tend to be heading more in those directions though. Maybe it's less to do with my study of martial arts and more of my grim, depressing nature.</p><p></p><p>I also have to agree with Warhammer. Nice but not quite. Riddle of Steel is nice, and I'm glad to have it and its supplements, but to really get the players into a campaign I had to merge it with Ars Magica and play in Medieval Europe. </p><p></p><p>I tend to take out major rules for infection and limb loss though, unless there are replacements available somehow. All well and good for NPCs to have missing limbs - a character with one leg quickly becomes not so enjoyable to play (unless you're a pirate, I guess)</p><p></p><p>I agree that too much grimness isn't good for the game. Does adding martial stuff in add grimness, or is that just me?</p><p></p><p>Rangerwicket: I think thats a very interesting idea. Perhaps instead of animal forms of kung fu, you could have manticore style and such?</p><p>Martial arts aren't any better than each other (eh, In my humble opinion, thanks) but they do get more specialised as time goes on. Guys who specialise in killing monsters but wouldn't be so effective against someone who trains against humans? Maybe something to think about.</p><p></p><p>I guess it would need a lot of rules/feats/extras to allow this in. I know most rule systems have martial arts as bulky 'extras' to the games.</p></blockquote><p></p>
[QUOTE="ArghMark, post: 4756636, member: 83266"] Wow, Jack, I must say thats impressive. None of my friends know that much about fencing or hand-to-hand combat other than boys mucking around. Could you explain your description system? I'd like to hear it. Galloglaich: I exaggerated when I mentioned the beer bottle thing, but it was more of an example rather than anything I've GMd. My games tend to be heading more in those directions though. Maybe it's less to do with my study of martial arts and more of my grim, depressing nature. I also have to agree with Warhammer. Nice but not quite. Riddle of Steel is nice, and I'm glad to have it and its supplements, but to really get the players into a campaign I had to merge it with Ars Magica and play in Medieval Europe. I tend to take out major rules for infection and limb loss though, unless there are replacements available somehow. All well and good for NPCs to have missing limbs - a character with one leg quickly becomes not so enjoyable to play (unless you're a pirate, I guess) I agree that too much grimness isn't good for the game. Does adding martial stuff in add grimness, or is that just me? Rangerwicket: I think thats a very interesting idea. Perhaps instead of animal forms of kung fu, you could have manticore style and such? Martial arts aren't any better than each other (eh, In my humble opinion, thanks) but they do get more specialised as time goes on. Guys who specialise in killing monsters but wouldn't be so effective against someone who trains against humans? Maybe something to think about. I guess it would need a lot of rules/feats/extras to allow this in. I know most rule systems have martial arts as bulky 'extras' to the games. [/QUOTE]
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