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Observations on matching "One vs. Many" combat mechanics to cinematic combat
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<blockquote data-quote="Bedrockgames" data-source="post: 7561644" data-attributes="member: 85555"><p>No, definitely everyone has different aims and different things that will resonate. I'm not particularly 'narrative' in my approach (though I'd also say I'm not particularly 'simulationist' either). But I am very much in favor of a theater of the mind style combat that makes me feel like I am there. </p><p></p><p>I am not suggesting your are wrong that speed can be ignored as a consideration. I am just saying I think for a lot of folks, it is going to be important in connecting to a cinematic feel (but if your trying to do something else with a game, and you end up going with longer combats to achieve it, I would not hold that against the system as a critique). But I get what you are saying. When I made my wuxia game, I wanted to emulate the specific kung fu techniques that come up in martial arts movies, and was willing to add the rules complexity, look-up time, and organizational drag (if you have a big list of techniques with descriptions, that puts a lot of weight on the GM to organize), in order to get that feel. But it did result in longer combats (at least until you really mastered the system). I've done it from the other angle, going with simpler martial arts for faster combat. Both approaches have trade-offs so I see what you are saying.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7561644, member: 85555"] No, definitely everyone has different aims and different things that will resonate. I'm not particularly 'narrative' in my approach (though I'd also say I'm not particularly 'simulationist' either). But I am very much in favor of a theater of the mind style combat that makes me feel like I am there. I am not suggesting your are wrong that speed can be ignored as a consideration. I am just saying I think for a lot of folks, it is going to be important in connecting to a cinematic feel (but if your trying to do something else with a game, and you end up going with longer combats to achieve it, I would not hold that against the system as a critique). But I get what you are saying. When I made my wuxia game, I wanted to emulate the specific kung fu techniques that come up in martial arts movies, and was willing to add the rules complexity, look-up time, and organizational drag (if you have a big list of techniques with descriptions, that puts a lot of weight on the GM to organize), in order to get that feel. But it did result in longer combats (at least until you really mastered the system). I've done it from the other angle, going with simpler martial arts for faster combat. Both approaches have trade-offs so I see what you are saying. [/QUOTE]
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