Hi guys (I use the term inclusively)!
I’m running the game tonight for a group that loves the setting and system, but is used to more granular/tactical combat. Does anyone have any custom Moves or tips for running combat? Thanks!
Hi guys (I use the term inclusively)!
Hi guys (I use the term inclusively)!
I’m running the game tonight for a group that loves the setting and system, but is used to more granular/tactical combat. Does anyone have any custom Moves or tips for running combat? Thanks!
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I think one of the best parts is the players describing what they’re doing in combat as opposed to so many die rolls. I think it’s baked into the system.
I think the secret is to introduce obstacles even after the players rolled a success – which took me some time to understand because I used to hand over narrative control to the players on a 10+. So keep on describing what the enemies do, have them take cover, lay down suppressing fire, have them surround the PCs etc – in short set up situations to which the PC have to react, even after we know that they will eventually overcome the danger. It’s a bit easier to do on a 7-9 because you can give out actual consequences but in general it’s the same idea.
The trick to interesting combat is to make it not about the combat.
GM: ok so you guys come around the corner in the abandoned station. You haven’t seen any living thing in hours, and you hear a clicking-gurgling behind you. These human sized six legged spider creatures launch themselves out of the shadows, what do you do?
P1: I open fire with my autorifle. Open Fire, yeah?
GM: Sure, but (tell the consequences and ask) they’re spread out so you can only get two at most. There’s 7. And you’re risking hitting you’re allies because they’re all around you. With precision fire, you can take out one of them without risking your comrades
P2: Dude, don’t shoot me. Is there a way we can escape?
GM: sure is! (Reveal an unwelcome truth) to your right is a wrought iron stair way that looks to descend six levels. The stairs are rusted and it doesn’t look structurally sound.
P1: Fuck it, I open fire on two of them, I don’t care if I… Ugh, rolled an 8.
GM: ok well, you take two of them out. Your slugs tear holes in them like they’re made of putty. But a ricochet hits P3 in the leg.
P3: damn it! What is that? Severe injury? Brace for Impact is… 9. Ok, fine.
GM: but it got you in the leg so also add in a Minor Debility for being unable to walk well… Let’s call it “stumbling”. So to explain the situation: two are down with five more around you, P3 is hit in the leg, and the rusty stairwell next to you is creaking ominously. Remember P1 is your best soldier and she only took out two. What do you dooooo?
While not impossible to pull off, adding granularity to UW combat would likely be a lot of work/fine tuning to get something satisfying, especially when trying to make something for fans of tactical combat.
Yeah, it’s better to either divide the baddies up into discrete groups so one roll doesn’t take them all out or require lots of maneuvering before the PCs can get in a position where Open Fire puts an end to the fight.
Love the replies – It takes some getting used to, but there is inherent granularity in the system as described – it’s just a narrative granularity rather than the number crunching abstract one I was used to. Like the others say, use your moves to add granularity, make the players maneuver the battleground and handle challenges as they come up.
When I first started running UW I felt I missed examples of bite-size enemies and how to properly handle a combat scene, but after reading the given examples and trying for a while I have gotten better at dividing a combat event into more clear cut and visible single challenges.