tag:blogger.com,1999:blog-2482451413021840738.post649577762816799788..comments2024-03-29T20:01:34.283+11:00Comments on Observations of the Fox: Storifying Mage: The Ascension (Part 9) - Further Combat and ArchetypesVulpinoidhttp://www.blogger.com/profile/04511600075328621953noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-2482451413021840738.post-18025898008136345862020-08-11T14:30:53.074+10:002020-08-11T14:30:53.074+10:00The problem White Wolf games always get into is tw...The problem White Wolf games always get into is two fold:<br />The promise story then focus on combat, then they promise creativity and give the GM tool after tool to stifle it.<br />Try looking at this problem from a different angle:<br />You want players to have crunchy stuff to build their character with and for that crunchy stuff to have mechanical meaning, but you don't want to leave them frustrated that they couldn't do cool things when the GM didn't want them to.<br />So, how do you solve that problem? There are several games out there that already have in different ways.<br />My suggestion is to boil play down to two or three resources the players are managing and then add crunch to that.<br />You don't have to add cards, you can even stick to the old SAT-like bubble system, but you can add cards if you want.<br />Also, keep in mind that in spoken word stories and novels, combats are rarely all that long: two or three exchanges and then the story moves on. In action movies, they're long (the last half of that Avengers movie was all punch-em-up.)Anonymoushttps://www.blogger.com/profile/04925646628079274664noreply@blogger.com