[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: (TFT) chances of doing very little damage
That sorta sounds like Aces and Eights for Western games... That was a
fun system, but it was quickly discovered (realistically) that any
sort of gunfight taking place between two guys on an open street...
think a 'duel'... quickly resulted in almost everyone being dead or
very badly injured, usually after the first second or so.
Oh, and if a guy had a rifle, he could basically just shoot people on
sight (from a distance) and usually win.
Realistic, but we ended up having to add in 'cover' which felt
'unwestern' to some people.... which is strange.
On Aug 4, 2011, at 3:17 PM, raito@raito.com wrote:
The more I look at things, the more systems like Swashbuckler, En
Garde! and the infinitely detailed Emersonian variant of D&D make
some sense. All of those systems involve aynchronous timing in
preference to lock-step turns. For those unfamiliar...
En Garde and Swashbuckler essentially used the same system, where
one could only initiate a combat maneuver when one had completed the
last maneuver. And maneuvers took more than one step. For example, a
heavy-damage cut might take 5 steps, where the cut actually occurs
on the 4th step, and during the other steps nothing happens. So if
someone else's attack is supposed to hit on the 3rd step, you have
no defense. Generally, parries took 2 steps, with the actual parry
on the second step. Emersonian was even more complex, with physical
and mental reaction times, etc. But then, Emerson Mitchell was a
math geek. (and trying to find current references for him did turn
him up, as a fan of Loglan, and another guy named Greg Rihn that I
used to know).
But the one thing that none of these systems considered was
position. Not so much as in body position, but weapon position. I
know from my experience that most of my SCA fights (and kendo
fights, and all fencing bouts, and most of all the martial arts,
come to think of it) is about getting into the position where your
offense is unopposed. It's very seldon that you can just flat
outspeed your opponent and hit him as a one shot thing, or use so
much power that you just blast through his defense. That's kind of
the tradeoff -- defense is easy, but doesn't win. Offense is risky,
but wins.
When I was in high school, I programmed a somewhat turn-based
fencing simulation where the actions you could take were advancing
and retreating, thrusting, and moving your blade among the 8
classical fencing positions (actually, there's 9, except that we
don't use 9, and we don't use 1 in epee or foil, so there were
really 7). If your blade was in a position, your opponent couldn't
land a thrust through the line your position was in. It was quite a
bit of fun.
Some of these sorts of systems lend themselves well to computer
moderation.
Neil Gilmore
raito@raito.com
Quoting PvK <pvk@oz.net>:
Thanks Neil!
(I think) I remember you objecting to Clements when I mentioned him
years ago.
I will be making some time to do a review of all of this some time
soon. It will
be good for the game design I'm doing.
PvK
=====
Post to the entire list by writing to tft@brainiac.com. Unsubscribe
by mailing to majordomo@brainiac.com with the message body
"unsubscribe tft"
=====
Post to the entire list by writing to tft@brainiac.com.
Unsubscribe by mailing to majordomo@brainiac.com with the message body
"unsubscribe tft"
=====
Post to the entire list by writing to tft@brainiac.com.
Unsubscribe by mailing to majordomo@brainiac.com with the message body
"unsubscribe tft"