I am doing final prep for some games for a convention next weekend (TotalConfusion in MA, USA) and was reviewing the SWADE core to make sure I had my brain straight. It occurred to me that there really are a lot of tools outside combat to get things done in SWADE, and if you throw in things like setting rules and all the various switches and dials, SWADE becomes one of the most versatile action adventure games on the market just from the core book.
Don't get me wrong, I really like SWADE combat: it's tactical and swingy and medium crunchy. It's fun. But that said SWADE provides some really good tools other than it's combat system.
There are quick encounters for when you want things to have some uncertainty and consequence, but not eat up a ton of time. There are specific networking ("gather information") and hacking systems. The chase rules are dynamic and fun.
Mostly, though, I really like Dramatic Tasks as a play tool. They are at once easy to implement and versatile, serving a similar function as the Skill Challenge or even immediate clocks a la PbtA/FitD games.
They do take a little system mastery by the GM to keep them from getting repetitive, and I usually recommend ditching the initiative count for most uses, but overall it is a great subsystem for maintaining cinematic style without constantly resorting to life or death combat.
Don't get me wrong, I really like SWADE combat: it's tactical and swingy and medium crunchy. It's fun. But that said SWADE provides some really good tools other than it's combat system.
There are quick encounters for when you want things to have some uncertainty and consequence, but not eat up a ton of time. There are specific networking ("gather information") and hacking systems. The chase rules are dynamic and fun.
Mostly, though, I really like Dramatic Tasks as a play tool. They are at once easy to implement and versatile, serving a similar function as the Skill Challenge or even immediate clocks a la PbtA/FitD games.
They do take a little system mastery by the GM to keep them from getting repetitive, and I usually recommend ditching the initiative count for most uses, but overall it is a great subsystem for maintaining cinematic style without constantly resorting to life or death combat.