Cinematic Combat

Last week, I briefly mentioned how the “hack until it’s out of hit points” standard for combat in RPGs can suck every bit of the excitement and drama out of an action-oriented adventure, and that I’ve been working on ways to get around that in the new version of M-Force. This week I’m going to…

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Casting Your Game: WWPHITM?

As most of you reading this probably already know, QAGS has a Word called “Who Would Play Him/Her In The Movie?” While I really doubt we’re the first game to use that kind of descriptor, it surprises me that it’s not suggested in more RPGs. Personally, I define it for nearly every character I play…

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Insert Your Own Initiative Pun Here

Initiative is one of those mechanics that is useful but often causes as many problems as it solves. Aside from the mechanical overhead (extra die rolls and math, keeping up with the count, etc.), it’s often hard to make natural, cinematically appropriate actions (and especially reactions) fit into the context of the system without introducing…

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Realism Vs. Awesomeness

Even though most RPGs are based on other forms of fiction that are filled with crazy stunts and action-packed combat scenes, it can be hard to get players to try the reckless, million-to-one odds stuff. Unlike movie characters who can glibly say “never tell me the odds,” RPG players have the odds right in front…

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