I was thinking this morning about the combat systems in roleplaying games. With the exception of Fiasco (and possibly Amber Diceless Roleplaying which I've never been able to try), the mechanics of any game system focus very heavily on combat.
Rules systems vary from incredibly complex and detailed, with exacting descriptions of any foreseeable permutations described (like those in Dungeons and Dragons or GURPS) to vague and intuitive (like Little Fears). But no matter the system, it is always the most detailed part of the rulebook (unless you count the magic system, but given how many of the spells described in most games are usually most applicable in combat situations, the magic section may as well count as part of the combat system).
This makes sense, given the way that roleplaying games grew out of miniatures war games. It's only reasonable that the first RPGs were, in essence, a system for emulating combat between individual characters.
Showing posts with label shadowing. Show all posts
Showing posts with label shadowing. Show all posts
21 February 2016
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