”How do you make combat not suck?” hedder en tråd på story-games’ forumet.
En af grundene til jeg startede denne blog var fordi jeg gerne ville diskutere det spørgsmål. I et svar i tråden skriver brugeren jenskot:
Speaking from a purely dramatic – may not work for every game – perspective…
– Opposition that’s a credible threat. You know they can and will hurt you.
– Fighting over something you care deeply about. More than just survival. Show us what is at stake.
– Time pressure. Your back is to the wall and you must act now!
– Interactive locations that can work in your favor or against you.
– Ways to end the combat early if it drags, other than reducing hit points to zero.
– The situation changes so that every round feels different.
– Failure doesn’t mean nothing happens. Failure means consequences.
– Momentum shifts! It’s darkest before the comeback. Fail forward towards success. The underdog always has a chance to pull off a victory at the very last second.
– If it’s clear who will win, skip to the end or change the situation so it isn’t predictable.
– Sell every action. It’s not a loss of hit points… it’s broken bones. Collateral damage is a plus!
– Background music!
Disse dejlige råd er ikke måske ikke hele svaret på story-games trådens og mit spørgsmål, men det er en god start. Har du flere forslag til hvordan vi gør kamp mere interessant?