[Torg] Trimming player decision-making
Phil Dack
philipdack at yahoo.co.uk
Mon Dec 17 09:57:14 EST 2007
Another quick post, as I'm procrastinating.
My group managed to let combat grind to a halt with their
contemplation of various tactical options. Its good to hand the
players some tactical control, but when every round you're
asking them to decide on what action to take (and the use of
interaction skills in combat, plus Approved Actions being
rewarded with a new card complicates this decision), how to take
it (multiple actions?), what options to take (vital blow etc.),
to play cards or not (and if so, which cards). Then the question
of spending a possibility once the roll has happened - it's a
lot of points each of which could potentially slow things down.
I was contemplating removing ALL combat options. No more
autofire, no more vital blow. Nothing.
Instead, I was thinking of upping card play. It only cuts out
one stage admittedly and may simply replace one level of
contemplation for another of course. But instead of combat
options, players can play one card from their hand each combat
round. Trouble is, this changes rather a lot. It messes things
up at a metagame level, because only PCs have cards. Do NPCs
still use the old maneuvers? Or do they gain surrogate cards? It
may also upset, if slightly, the balance of cardpools making
them less potent in general.
Any other thoughts on how this decision-making process can be
trimmed. And in particular, I *am* quite keen on getting rid of
the combat maneuvers which add a level of 'realism' that I don't
necessarily need for a cinematic game. Now there's a thought -
allowing them in some realities, but not others! Nile Empire
pulp judges on the results, Core Earth is more interested in the
process. Oh dear. That could get very messy.... :)
Phil
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