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Over-the-top fight sequences
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<blockquote data-quote="The Monster" data-source="post: 5504255" data-attributes="member: 69516"><p>Wik's covered things pretty well (<em>...must spread experience around...</em>); I would add </p><p> </p><p>A) Bad guys shouldn't fight to the death; let them run away, or even better, surrender en masse, at a dramatically appropriate moment.</p><p> My NPCs tend to suck anyway, due to persistent dice lice (my dice as GM are notoriously worse then the same dice when I'm playing); most sentient bad guys can tell when they're just plain gonna lose - and if surrendering means they can live another day to hatch fiendish plots, so much the better. Makes more opportunity for dialgoue and role-play when the PCs deal with a vanquished foe. Note: do *not* have the bad guys immediately break any deals, or else the PCs won't let anyone surrender form then on. Let things linger for a while; give the villains a chance to stew in jail or in exile before they come back to plague the heroes. Only absolute fanatics and mindless automatons should need to be killed before they stop. </p><p> </p><p>As far as stealing from movies, there's no reason not to; they're the common reference point for most adventure imagery these days, more than novels or paintings. Invoking various scenes and tropes can be a tool for the GM to enhance and guide the action, as well as a source of inspiration for creating adventures.</p></blockquote><p></p>
[QUOTE="The Monster, post: 5504255, member: 69516"] Wik's covered things pretty well ([I]...must spread experience around...[/I]); I would add A) Bad guys shouldn't fight to the death; let them run away, or even better, surrender en masse, at a dramatically appropriate moment. My NPCs tend to suck anyway, due to persistent dice lice (my dice as GM are notoriously worse then the same dice when I'm playing); most sentient bad guys can tell when they're just plain gonna lose - and if surrendering means they can live another day to hatch fiendish plots, so much the better. Makes more opportunity for dialgoue and role-play when the PCs deal with a vanquished foe. Note: do *not* have the bad guys immediately break any deals, or else the PCs won't let anyone surrender form then on. Let things linger for a while; give the villains a chance to stew in jail or in exile before they come back to plague the heroes. Only absolute fanatics and mindless automatons should need to be killed before they stop. As far as stealing from movies, there's no reason not to; they're the common reference point for most adventure imagery these days, more than novels or paintings. Invoking various scenes and tropes can be a tool for the GM to enhance and guide the action, as well as a source of inspiration for creating adventures. [/QUOTE]
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