Latel I have read a fair amount about the Gumshoe system (as can bee seen in some of my previous posts). One of the core ideas in that game is the following:
- If a scen contains an important clue for the procedure of the module, the characters will find it! The challenge lies in what to do with the clue when it's found.
Now, let's make the following thought experiment: The characters will win all combats. They are accomplished fighters, and can take care of themselves.
This might make for a very boring RPG. A lot of the excitement comes from the uncertainty of combat. So, what do we do to not make it boring?
I have a few points that could serve as a starting point for further development of the idea
- Add a condition to the victory. The fight isn't about winning, but finding out what the character must sacrifice or do to win the fight. A character with a non-killing code might realise that the only way to win is to kill his opponent. Or perhaps in order to win the character will have to leave a loved one in danger.
- Just as when it comes to the clues in Gumshoe, ask the question: "You will win, what will you do with your victory?" Will you release your opponent, letting him spread the rumour about you? Or will you torture him to get more information? Will you convert him to your ways and have him as disciple?
Even if you don't want to go with the "always win"-idea, perhaps these other points can serve as a starting point on how to make your regular combats more interesting.
No comments:
Post a Comment