From: | shadowrn@*********.com (Ice Heart) |
---|---|
Subject: | [OT] Damage modifiers |
Date: | Tue Jan 22 14:45:01 2002 |
>In my sort experience with my group (experienced role-players, who are
>usually DAMN good and competent). Combat is VERY deadly! Unless >you're a
>troll with a TON of armor, even a light pistol can kill in >but two to
>three shots! that's deadly! And if you have a high skill, >staging the
>damage up become easy too! I couldn't believe it. >Beforing GMing, my
>bro-in-law and I had three different combats to see >how things worked. A
>mage vs a physad!
>We had three different combats, each only lasted only initiative >round.
>By the end of everyone's actins for the round, one of us was >dead! It was
>crazy!
When my players get tired the legwork, plot twists, mysteries, and double
crosses; we occasionally stage what we call Combat Night. On Combat Night,
players are require to take a template from an SR sourcebook. They can
tweak its stats, and spend its money for more gear. They can sell off the
gear they do not want for extra cash, such as lifestyles, DocWagon
contracts, contacts, etc. Everyone has 30 minutes to have a template
finished and submitted. I scan them for any errors in math (accidental and
otherwise). I finish out the starting hour by roughing out a combat areana.
When my brain feels mushy, I drag out a copy of my DMZ game. For the
remaining time, we fight...over and over. Sometimes people trade templates
for a battle. Alliances form and are broken. I sometimes toss extra
enemies into the arena unannounced. The really funny things is this. A few
hours into the night, people start roleplaying on me. :D They will
roleplay trying to negotiate cease fires and alliances. They will chat and
laugh...IN CHARACTER. By the end of the night, everyone is looking forward
to the next session, to roleplay a new understanding of the value of
teammates, and to apply new knowledge of useful tactics and maneuvers. Best
idea I ever had.
I also start every single campaign I run with a "dream sequence" combat
starring the new PCs. I put a matching team against them in a well
described scenario, and they fight it out. They always lose at least half
the team. They always take combat seriously when they "wake up" in
character and reflect on how lethal combat is.
For alternate, but similar fun; the SR book Shadowbeat has rules for Urban
Brawl and Combat Biker games. They are pretty nice distractions. Or run
group simsense session, where PCs take a vacation at a simsense theater
catering to groups...think holodeck. Zero consequence fun in ANY
environment you want, from fantasy to sci-fi. It will actually do your
games good, and give you a break from staying a step ahead of players with a
plot. I recommend it. :)
Kori
_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp.