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Observations on matching "One vs. Many" combat mechanics to cinematic combat
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<blockquote data-quote="Alexander Kalinowski" data-source="post: 7555047" data-attributes="member: 6931283"><p>I'm drawing on examples from the Apocalypse World and Dungeon World rulebooks and from <a href="https://www.youtube.com/watch?v=-NcanVthL8A" target="_blank">actual plays</a> (though it's been a while since I've watched any). Not necessarily. In the Apo World rulebook example of play, gangers show up in follow-up scene after a PC rolled a 10+ on a Move. Furthermore, the GM has the agency to not allow PCs to make a move by enforcing a Hard Move by his side. Again in the Apo World example, the GM makes a Hard Move - the PC cannot dodge the grenade. The fiction, of course, poses some restraints on the GM. At the same time, he's got a lot of ways to manipulate the way things go and what can happen and what can't happen. In trad games, there are more game world physics that constrain the action. Well, it depends on what you meany by that. If you mean by "they must flow" that they mustn't contradict established fiction, we're on the same page. But in the Apo World play example, the GM determines the gender of an NPC that appeared in an earlier scene on-the-fly. It's neither pre-established nor derived from a prior Move. I don't have any problem with blank spaces. Nor do I have a problem with inserting entities into the game world, on-the-fly, if necessary. However -and here's where we return to the thread of the subject- trad games have more rules that define the "physics" of a gaming world. Both the PCs as well as the NPCs are bound by the physics of this world. If the rules say you can only shoot one arrow per 5 seconds turn, that defines the game world to some degree. It creates limitations. Now this thread is about raising the awareness that to more closely emulate cinematic combat in one specific aspect (One-versus-Many) there needs to be a limitation to who can attack in a 5 second time frame. To be precisely, I am highlighting that within that time frame not everyone should be able to attack each round (not exactly a tough restriction). And if you are playing PbtA, you probably shouldn't narrate it that way either if you want to evoke a movie combat feel. In movie combat, members of the outnumbering force frequently wait to spot the opportunity for a single fatal blow. They also occasionally block each other.</p></blockquote><p></p>
[QUOTE="Alexander Kalinowski, post: 7555047, member: 6931283"] I'm drawing on examples from the Apocalypse World and Dungeon World rulebooks and from [url=https://www.youtube.com/watch?v=-NcanVthL8A]actual plays[/url] (though it's been a while since I've watched any). Not necessarily. In the Apo World rulebook example of play, gangers show up in follow-up scene after a PC rolled a 10+ on a Move. Furthermore, the GM has the agency to not allow PCs to make a move by enforcing a Hard Move by his side. Again in the Apo World example, the GM makes a Hard Move - the PC cannot dodge the grenade. The fiction, of course, poses some restraints on the GM. At the same time, he's got a lot of ways to manipulate the way things go and what can happen and what can't happen. In trad games, there are more game world physics that constrain the action. Well, it depends on what you meany by that. If you mean by "they must flow" that they mustn't contradict established fiction, we're on the same page. But in the Apo World play example, the GM determines the gender of an NPC that appeared in an earlier scene on-the-fly. It's neither pre-established nor derived from a prior Move. I don't have any problem with blank spaces. Nor do I have a problem with inserting entities into the game world, on-the-fly, if necessary. However -and here's where we return to the thread of the subject- trad games have more rules that define the "physics" of a gaming world. Both the PCs as well as the NPCs are bound by the physics of this world. If the rules say you can only shoot one arrow per 5 seconds turn, that defines the game world to some degree. It creates limitations. Now this thread is about raising the awareness that to more closely emulate cinematic combat in one specific aspect (One-versus-Many) there needs to be a limitation to who can attack in a 5 second time frame. To be precisely, I am highlighting that within that time frame not everyone should be able to attack each round (not exactly a tough restriction). And if you are playing PbtA, you probably shouldn't narrate it that way either if you want to evoke a movie combat feel. In movie combat, members of the outnumbering force frequently wait to spot the opportunity for a single fatal blow. They also occasionally block each other. [/QUOTE]
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