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How do I run combat?

Combat: tedious time-waster or character-developing excitement?

Combat with an unprepared GM and inexperienced players can be hellishly boring. Spending multiple hours waiting your turn to strike only one or two blows -- and missing -- could turn anyone off combat forever.

It doesn't have to be like that!

Combat can be a character-developing, challenging, team-oriented, exciting occurrence. Here are some tips on how to make combat exciting and fun for you and your players.

Determine your combat/game type

Once you know the combat/game type you'll be running, let your players know what it will be. This is a critical first step which many people forget to consider, and which can cause frustration and confusion between players and GM.

Combat types range along a spectrum, from a very loose and free-flowing cinematic style that relies on heavy description, all the way to a rather resource-driven, teamwork-oriented style of combat which depends heavily on the mechanics.

The variable that combat style most influences is the level of player caution. Player caution springs from two elements: player confidence and information gathering.

  • The lower player caution is, the less information gathering is necessary, and the more player confidence there will be. This will give you a looser, more free-flowing, dramatic or cinematic story-telling style of game.

    Jade Avenger leaps to her feet, the forgotten ransom note fluttering to the ground, "How dare Dr. Evil kidnap my cute but helpless boyfriend?! I shall go at once to his secret base, kick down the door, defeat whatever nefarious deathtrap the doctor has built this time, and rescue my boyfriend!" She flies up into the sky, her skimpy costume shimmering attractively in the bright sunlight, "Jade Avenger -- to the rescue!"

    Notice the signs of low player caution. The player either already knows, or knows they can quickly find out, where the "secret" base is. There's only one character -- back up isn't really necessary. The ransom note is considered more of a plot starter than a real 'clue,' and the kidnapped dependent NPC is a genre staple. Neither long descriptions nor armor are really necessary -- style over substance!

  • The higher player caution is, the more information gathering is necessary, and the less player confidence there will be. This will give you a more team-oriented, resource-driven, 'realistic' game.

    The team sits in the cargo slings, the plane's engines droning monotonously and dulling the team's anticipation of the upcoming operation. Lawson passes around the photos and the tear maps to the rest of the team... the photos came at a high price, but were worth it if the team could come out of this unscathed. He doesn't think much about the photographer's last moments.

    Simmons and Parker look over the maps; then Parker straightens. "Okay, people, lissen up. On your maps, point A is where Wolf2 and Wolf4 will set up the pocket mortar and the sniper hide. Point B is where Wolf 6's team will assault. Notice the wall along your left side will be the axis of attack -- keep your heads below the wall at all times. Point C is the radio tower -- Pat, place your charges at its base so they can't yell for reinforcements, then take your section back to point B to assist.

    "Remember, the recognition call is 'ranger ranger.' While the area is 'hot,' you shoot anyone who doesn't say that when they come in. Keep alert -- the enemy is nervous, trigger happy, and has a lot of ammo. Rally point is D, and extraction is point E. Any wounded return to point D and we'll all help extract. N.O.D.'s are on as soon as you exit the bird, and safeties off. Is that clear? You all know your jobs, you all have your assignments, and this is exactly the sort of op we have trained for. Good luck to all of us."

    Lt. Lawson gave Parker a smile, showing only the whites of his eyes and perfect, American teeth through the dark cammo paint. Sgt. Parker gave Lawson a thumbs up, glad that no one was showing any fear even though she knew all their stomachs were probably very tight. The light came on and the team stood, hooked up their static lines, and quickly checked each other's back. The cabin's light went out and a blast of air hit them, as a zoomie in an oxygen mask slowly lowered the cargo door into the frigid blackness of the sky, miles above the desert.

    Notice the signs of high player caution. Information (the photos and maps) was gathered over time and past adventures. Teamwork is considered paramount on this mission, while death is an understood consequence of careless lack of planning. It takes longer to describe all the relevant, important details, because there are a lot of them. There's an accepted, comfortable leader, an established mission protocol, and thoughtful use of resources.

Of course, neither of the genres used in the examples are playable only at those levels of player caution. Furthermore, both of these combat styles can lead to satisfying, enjoyable combat, and both are equally valid styles of gaming. A good game can be anywhere between either of these two extremes, as well.



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Last modified: 2002-Mar-17 18:06:06

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