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Worlds of Design: Is Combat Now Passe?
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<blockquote data-quote="SavageCole" data-source="post: 8046831" data-attributes="member: 6750284"><p>Combat is easily accessible drama for people. Clear stakes, clear actions taken, and there’s a reason why it still features heavily in popular culture/entertainment. Video games, action movies, etc. A lot of my home group are friends through an old acting troupe, but they still relish combat. </p><p></p><p>As a GM, I tend to get tired of the slog long before my players. In a group of players ranging in age from 20s - 50s, we have a mix of players who relish story and character, but they all perk up during a skirmish. I need those fights to have meaning to keep from going out of my mind. As for lethality, in my Call of Cthulhu and Warhammer games combat is risky and any scrap could mean death or disfigurement. In 5e, after the first level or so, the edge softens. </p><p></p><p>Saving players from dying unless they do something really stupid is pretty popular these days, and I’ve read a lot of good reasons for people taking that perspective. Again, probably the influence of other games I played, but I prefer to be a cold, neutral force when it comes to combat and death. If the fates/dice are unkind, I don’t like to cheat for or against the player.</p><p></p><p>My players rarely feel safe in a fight, and when they do that makes them really nervous.</p></blockquote><p></p>
[QUOTE="SavageCole, post: 8046831, member: 6750284"] Combat is easily accessible drama for people. Clear stakes, clear actions taken, and there’s a reason why it still features heavily in popular culture/entertainment. Video games, action movies, etc. A lot of my home group are friends through an old acting troupe, but they still relish combat. As a GM, I tend to get tired of the slog long before my players. In a group of players ranging in age from 20s - 50s, we have a mix of players who relish story and character, but they all perk up during a skirmish. I need those fights to have meaning to keep from going out of my mind. As for lethality, in my Call of Cthulhu and Warhammer games combat is risky and any scrap could mean death or disfigurement. In 5e, after the first level or so, the edge softens. Saving players from dying unless they do something really stupid is pretty popular these days, and I’ve read a lot of good reasons for people taking that perspective. Again, probably the influence of other games I played, but I prefer to be a cold, neutral force when it comes to combat and death. If the fates/dice are unkind, I don’t like to cheat for or against the player. My players rarely feel safe in a fight, and when they do that makes them really nervous. [/QUOTE]
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