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<blockquote data-quote="Balesir" data-source="post: 5948419" data-attributes="member: 27160"><p>Rules for longer-timescale stealth, rules for careful observation (i.e. scouting and intelligence gathering against "live targets", plus laying ambushes and coordinating pre-combat movement), rules for social interaction (how to get from a potentially hostile standoff to a more protracted negotiation or discussion), rules for overcoming obstacles (rivers, cliffs, breakins and so on) in the timescale of minutes, rules for communicating and coordinating within the "party" (a group does not simply spontaneously start enacting a plan or scheme, even after the basic idea has been fleshed out - it takes a fair bit of wrangling to get everyone "on message"!) and so on.</p><p></p><p>I really think there is as much in the "tactical" sense to these sorts of situations as there is to combat. In fact, I think it would be possible, purely from a game point of view, to have a seriously tactical game where the actual combat was simply a matter of one die roll per side (with modifiers based on the lead up to the actual fight), where the stakes for combat, as well as the conditions and relative advantages for each side, were set in the pre-combat "moves".</p></blockquote><p></p>
[QUOTE="Balesir, post: 5948419, member: 27160"] Rules for longer-timescale stealth, rules for careful observation (i.e. scouting and intelligence gathering against "live targets", plus laying ambushes and coordinating pre-combat movement), rules for social interaction (how to get from a potentially hostile standoff to a more protracted negotiation or discussion), rules for overcoming obstacles (rivers, cliffs, breakins and so on) in the timescale of minutes, rules for communicating and coordinating within the "party" (a group does not simply spontaneously start enacting a plan or scheme, even after the basic idea has been fleshed out - it takes a fair bit of wrangling to get everyone "on message"!) and so on. I really think there is as much in the "tactical" sense to these sorts of situations as there is to combat. In fact, I think it would be possible, purely from a game point of view, to have a seriously tactical game where the actual combat was simply a matter of one die roll per side (with modifiers based on the lead up to the actual fight), where the stakes for combat, as well as the conditions and relative advantages for each side, were set in the pre-combat "moves". [/QUOTE]
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