GM Lent
Elder Thing
I run two weekly DCC games; one at a local coffee shop and one online for my kid and his friends. We always roll initiative every round, which helps keep people interested/paying attention, and I have always encouraged people to describe what their characters do with a flourish. I also try to keep things connected; if PC 1 hit an enemy with their greataxe then PC2 misses the same enemy with their sword, I'll describe how the impact from the axe threw the enemy off balance so PC2's expertly timed blow whooshed through the space they used to occupy (for example).
But I've found combat - like any rules-heavy portion of a game - to be incredibly tedious for over 30 years now, across many editions of many games. When a battle has turned against enemies and they're clearly going to lose, for example, I'll just ask the players how they want it to end. Sometimes they take prisoners, sometimes, they slaughter everything that moves, sometimes they surprise me. Same as when a PC hits with enough damage to take an enemy out; I just ask the player how they want the scene to go. Keeps 'em on their toes a bit.
But I've found combat - like any rules-heavy portion of a game - to be incredibly tedious for over 30 years now, across many editions of many games. When a battle has turned against enemies and they're clearly going to lose, for example, I'll just ask the players how they want it to end. Sometimes they take prisoners, sometimes, they slaughter everything that moves, sometimes they surprise me. Same as when a PC hits with enough damage to take an enemy out; I just ask the player how they want the scene to go. Keeps 'em on their toes a bit.