Hi, I’ve been lurking for a while, but I have a question.

Hi, I’ve been lurking for a while, but I have a question.

Hi, I’ve been lurking for a while, but I have a question. Are there good examples of AW hacks where violence is resolved very very swiftly? Almost in a “you die or you don’t” way? I’m designing a game that downplays violence, but I also don’t want the rules that govern it to be so simplistic that they don’t make sense.

12 thoughts on “Hi, I’ve been lurking for a while, but I have a question.”

  1. It’s closer to Fate. You have 4 injury slots and a second injury in one slot bumps up one. Get shot? Major Injury. Shot again? Critical Injury. Again? Fatal Injurt

  2. Threadbare’s current violence mechanic is fight montage, where all character describe what they do in the fight, lose a part, then win the fight. The one time I ran it our fight took under five minutes.

  3. You might take a look at Saga of the Icelanders. It’s designed to be gritty, and violence and peril are resolved such that you either take “grievous harm” or you don’t. If you do, you roll to recover and if you fail you may be dead.

  4. Legacy: Life Among the Ruins aimed for pretty swift resolution for most of its single-character moves, to keep the focus on factions and allow plenty of in-game time to pass. Combat’s pretty simple as a result – you check your weapon has the right tags to take on the enemy, and then the roll determines how much control you have over the fight’s outcome as opposed to the Gm.

  5. Basic AW combat resolution is very swift in fact. If you need to make it more dangerous – try to replace the harm counter with OK/Down/Out conditions from The ‘Hood. You might have to change the combat moves though.

  6. Hood: Big fish in a small pond is also pretty quick with it’s violence, especially when guns are brought into play. It just has three states: Fine, Down, or Out.

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