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General Tabletop Discussion
*TTRPGs General
Observations on matching "One vs. Many" combat mechanics to cinematic combat
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<blockquote data-quote="Alexander Kalinowski" data-source="post: 7554775" data-attributes="member: 6931283"><p>This requires an explanation, I think. Because I am reading the following in the Dungeon World rulebook:</p><p>"When you draw a map don’t try to make it complete. Leave room for the unknown. As you play you’ll get more ideas and the players will give you inspiration to work with. Let the maps expand and change.</p><p>And:</p><p>"Traps may come from your prep, or you can improvise them based on your moves. If nothing has established that the location is safe, traps are always an option."</p><p>So there is an enormous leeway in the fictional elements that a GM can introduce into any given scene on a whim. He should just avoid contradicting pre-established narration. What keeps a GM from spontaneously adding enemies to a situation? Probably nothing. </p><p></p><p>And to return to the subject of the thread (let's not derail it completely with PbtA): what's keeping the GM from either stating that a player's intention to attack that enemy orc (who has been attacked by a fellow PC a few moments before) translates into a Hack & Slash move OR telling him instead that his ally is blocking the approach to the enemy orc and he has to take a Defy Danger move first to avoid getting hit by his friend accidentally if he insists on going forth with the attack?</p><p></p><p>The system doesn't handle any of that, it is off-loaded to the GM's guidance and his narration, making the situation play out as he sees fit within the above-mentioned constraints.</p></blockquote><p></p>
[QUOTE="Alexander Kalinowski, post: 7554775, member: 6931283"] This requires an explanation, I think. Because I am reading the following in the Dungeon World rulebook: "When you draw a map don’t try to make it complete. Leave room for the unknown. As you play you’ll get more ideas and the players will give you inspiration to work with. Let the maps expand and change. And: "Traps may come from your prep, or you can improvise them based on your moves. If nothing has established that the location is safe, traps are always an option." So there is an enormous leeway in the fictional elements that a GM can introduce into any given scene on a whim. He should just avoid contradicting pre-established narration. What keeps a GM from spontaneously adding enemies to a situation? Probably nothing. And to return to the subject of the thread (let's not derail it completely with PbtA): what's keeping the GM from either stating that a player's intention to attack that enemy orc (who has been attacked by a fellow PC a few moments before) translates into a Hack & Slash move OR telling him instead that his ally is blocking the approach to the enemy orc and he has to take a Defy Danger move first to avoid getting hit by his friend accidentally if he insists on going forth with the attack? The system doesn't handle any of that, it is off-loaded to the GM's guidance and his narration, making the situation play out as he sees fit within the above-mentioned constraints. [/QUOTE]
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Observations on matching "One vs. Many" combat mechanics to cinematic combat
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