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Savage Worlds: Question for Ari
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<blockquote data-quote="TheClone" data-source="post: 5271122" data-attributes="member: 90399"><p>The thing is, I want to them to think more. The basic things, they always get right. They, as I am, are pretty experienced in role playing. If they see a battle ahead (and they do metagame, so putting up a map catches their attention), they send the fighting guy to the front. One player is a mutant and has wings, so he mostly immediately starts flapping his wings and checks what's up ahead. The scientist stays behind and waits for something to show up to shoot at. But when the enemies show up, it's shooting, shooting, shooting. Occasionally the mutant shoots forth (he has a good speed, like 10 or so) and claws at someone. But there is not much puzzling out, like what to do next. It's getting in a position that combines free line of sight for the bullets and providing cover and shooting. No considering "Shall I take option 1 or options 2? Or option 3 combined with option 4 from my buddy might even better." So it's not that anybody complains about boring fights or so. Maybe it's complaining on a high level, but still I wanna get better, learn more about how to really challenge my players (and not only the characters).</p><p></p><p>The best example I can think of was in a one shot we played in between because of a missing player. Two characters (pilots) where fighting a group of Nazis in a small village. The characters had rifles, I think, or smgs and each a grenade. The opposition was made up of a group leader and 6 or so soldiers. They were armed with smgs and one mg42. The pcs initially hid behind the well, the Nazis behind the buildings and the gunner had a barrier of sandbags. We were a little in a hurry (concerning real time), but in fact in that fight, nobody moved around. The pcs used one grenade and one or two times a trick and thats it. Mostly it was shooting and not hitting because of cover. But that didn't drive them to using more tricks. And things like letting the npcs huddle together where out of question, because they're soldiers. They know how grenades work <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>P.S.: I know SW isn't really meant for heavy tactics and stuff. It's FFF! But I love the easiness of NPC creation and (improvised) rules and I too love heavy tactics (I guess the 4e DMG was the first to mention my player type: Thinker).</p></blockquote><p></p>
[QUOTE="TheClone, post: 5271122, member: 90399"] The thing is, I want to them to think more. The basic things, they always get right. They, as I am, are pretty experienced in role playing. If they see a battle ahead (and they do metagame, so putting up a map catches their attention), they send the fighting guy to the front. One player is a mutant and has wings, so he mostly immediately starts flapping his wings and checks what's up ahead. The scientist stays behind and waits for something to show up to shoot at. But when the enemies show up, it's shooting, shooting, shooting. Occasionally the mutant shoots forth (he has a good speed, like 10 or so) and claws at someone. But there is not much puzzling out, like what to do next. It's getting in a position that combines free line of sight for the bullets and providing cover and shooting. No considering "Shall I take option 1 or options 2? Or option 3 combined with option 4 from my buddy might even better." So it's not that anybody complains about boring fights or so. Maybe it's complaining on a high level, but still I wanna get better, learn more about how to really challenge my players (and not only the characters). The best example I can think of was in a one shot we played in between because of a missing player. Two characters (pilots) where fighting a group of Nazis in a small village. The characters had rifles, I think, or smgs and each a grenade. The opposition was made up of a group leader and 6 or so soldiers. They were armed with smgs and one mg42. The pcs initially hid behind the well, the Nazis behind the buildings and the gunner had a barrier of sandbags. We were a little in a hurry (concerning real time), but in fact in that fight, nobody moved around. The pcs used one grenade and one or two times a trick and thats it. Mostly it was shooting and not hitting because of cover. But that didn't drive them to using more tricks. And things like letting the npcs huddle together where out of question, because they're soldiers. They know how grenades work ;) P.S.: I know SW isn't really meant for heavy tactics and stuff. It's FFF! But I love the easiness of NPC creation and (improvised) rules and I too love heavy tactics (I guess the 4e DMG was the first to mention my player type: Thinker). [/QUOTE]
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