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	<title>jenskot &#8211; Sort Forsyning</title>
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	<description>- en internetlogbog om rollespil,  simpelthen.</description>
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	<title>jenskot &#8211; Sort Forsyning</title>
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		<title>Kamp!</title>
		<link>https://sortforsyning.dk/2011/kamp/</link>
					<comments>https://sortforsyning.dk/2011/kamp/#comments</comments>
		
		<dc:creator><![CDATA[Johs Busted]]></dc:creator>
		<pubDate>Tue, 05 Apr 2011 13:22:28 +0000</pubDate>
				<category><![CDATA[Vrøvl, rollespil & tidsfordriv]]></category>
		<category><![CDATA[jenskot]]></category>
		<category><![CDATA[Kamp]]></category>
		<category><![CDATA[Story-games.com]]></category>
		<guid isPermaLink="false">http://sortforsyning.dk/?p=1005</guid>

					<description><![CDATA[”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: &#160; Speaking from a purely dramatic &#8211; may not work for every game &#8211; perspective… &#8211; Opposition that&#8217;s [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><a href="http://story-games.com/forums/comments.php?DiscussionID=13987&amp;page=1#Item_39">”How do you make combat not suck?” hedder en tråd på story-games’ forumet.</a></p>
<p>En af grundene til jeg startede denne blog var fordi jeg gerne ville diskutere det spørgsmål. I et svar i tråden skriver brugeren jenskot:</p>
<p>&nbsp;</p>
<blockquote><p>Speaking from a purely dramatic &#8211; may not work for every game &#8211; perspective…</p>
<p>&#8211; Opposition that&#8217;s a credible threat. You know they can and will hurt you.</p>
<p>&#8211; Fighting over something you care deeply about. More than just survival. Show us what is at stake.</p>
<p>&#8211; Time pressure. Your back is to the wall and you must act now!</p>
<p>&#8211; Interactive locations that can work in your favor or against you.</p>
<p>&#8211; Ways to end the combat early if it drags, other than reducing hit points to zero.</p>
<p>&#8211; The situation changes so that every round feels different.</p>
<p>&#8211; Failure doesn&#8217;t mean nothing happens. Failure means consequences.</p>
<p>&#8211; Momentum shifts! It&#8217;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.</p>
<p>&#8211; If it&#8217;s clear who will win, skip to the end or change the situation so it isn&#8217;t predictable.</p>
<p>&#8211; Sell every action. It&#8217;s not a loss of hit points… it&#8217;s broken bones. Collateral damage is a plus!</p>
<p>&#8211; Background music!</p>
<p>&nbsp;</p></blockquote>
<p>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?</p>
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