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emo samurai
post Sep 12 2006, 08:08 PM
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What if people got dice pool/target number bonuses based on how cool and cinematic their actions were as opposed to penalties? Like, "I spin both MP5's and fire one in each hand." It would be a battle to see who could be cooler.
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Arethusa
post Sep 12 2006, 08:10 PM
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Define cinematic.
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Shrike30
post Sep 12 2006, 08:13 PM
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"In the style of the cinema." Usually the opposite of realistic.
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Arethusa
post Sep 12 2006, 08:16 PM
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What cinema? What movement? What style? Blackhawk Down, the first fifteen minutes of Saving Private Ryan, The Proposition, and The Bourne Supremacy are cinema. I suspect that isn't what he has in mind. Cinematic is the wrong word to use.
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Kyoto Kid
post Sep 12 2006, 08:16 PM
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QUOTE (Arethusa)
Define cinematic.

...just about any Jackie Chan manoeurvre
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emo samurai
post Sep 12 2006, 08:17 PM
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John Woo.
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Shrike30
post Sep 12 2006, 08:19 PM
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Hong Kong Blood Opera, Wushu, or the Bad 80's Action Movie Of Your Choice would be a good place to start.
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emo samurai
post Sep 12 2006, 09:19 PM
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Would positive dice-pool or target number modifiers work, though?
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Arethusa
post Sep 12 2006, 09:23 PM
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Because this is all about subjective style, making explicit rules is at best difficult and at worst useless. But, that said, pool is a better approach. Target numer modifiers are usually too extreme to hand out casually.
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KarmaInferno
post Sep 12 2006, 09:53 PM
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QUOTE (Arethusa)
What cinema? What movement? What style? Blackhawk Down, the first fifteen minutes of Saving Private Ryan, The Proposition, and The Bourne Supremacy are cinema. I suspect that isn't what he has in mind. Cinematic is the wrong word to use.

Words take on meaning through use.

"Cinematic" games are pretty much universally held to emphasize coolness over realism. Cars for example, don't normally explode at climactic moments when shot with a pistol. They just get a hole in them. But it looks damn cool and happens all the time in action movies.

You would be hard pressed to find many gamers that did not use the term in such a way.


-karma
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Crusher Bob
post Sep 13 2006, 02:13 AM
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Steal exalted's stunt system. If you take an action that is more defined that 'i shoot/hit him' you get one bonus die. Sample one die stunt "I kick him in the 'nads"

If your action includes a more detailed description, or includes a description of the environment, add two dice. Sample two die stunt: "Running through the puddles of blood, my foot leaves a trail of scarlet droplets as I kick him in the 'nads"

If your two die stunt description makes everyone at the table say "whoa!" or "ouch!" or some other expression of approval, then it's worth three dice.
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Wounded Ronin
post Sep 13 2006, 02:19 AM
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Heh, John Woo style.

"Flipping through the air in an improbable mobius leap, I point my dual wielded MP5Ks at the bad guy and discharge them both in full auto while my barrels wiggle all over the place yet my rounds hit their mark in an outrageous insult to gamers who like realism everywhere and a glorious tribute to those barrel-wiggling moments we know and love from movies across the world."
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Shanshu Freeman
post Sep 13 2006, 02:27 AM
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QUOTE (emo samurai @ Sep 12 2006, 08:08 PM)
What if people got dice pool/target number bonuses based on how cool and cinematic their actions were as opposed to penalties? Like, "I spin both MP5's and fire one in each hand." It would be a battle to see who could be cooler.

because trying to make it look pretty like that should make the task more difficult, not easier. if anything, getting fancy should create higher target numbers or incur penalties or handi-caps. role playing should be rewarding, but this isn't the opportunity.



edit: I replied without even reading the name of the OP... looking back now, I guess I shouldn't be surprised.
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eidolon
post Sep 13 2006, 02:16 PM
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There's nothing wrong with playing that way though. Did you miss the fact that it's pretty much a given that in a "cinematic game" realism isn't as important as the style?
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emo samurai
post Sep 13 2006, 02:44 PM
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I am totally doing this.
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Witness
post Sep 13 2006, 03:08 PM
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IIRC Seventh Sea awarded bonuses for suitably cinematic swashbuckling. It worked quite well sometimes, although the environment had to be pretty well detailed for best effect.
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Dread Polack
post Sep 13 2006, 03:54 PM
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For a game about people with computers implanted in their heads, wizards, and dragons, SR is surprisingly realistic. My biggest example is how universally bad of an idea shooting two guns at the same time is. This runs very counter to the cinematic style of RPGs I've seen lately. Its refreshing, but some players might want to inject a little bit of cinematicism into SR, and I wouldn't blame them for that.

Dread Polack
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eidolon
post Sep 13 2006, 04:01 PM
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My games usually feature a mix. Mostly realistic, but with occasional cinematic events (almost always the result of player asking to John Woo it up, me assigning a ridiculous target number, them succeeding anyway :D).

There was a game I was co-GMing (well, trading GMing is more correct) in, and during one session the dual-weilding pistol adept gunned a Yamaha Rapier, which he had no specific skill in riding, toward two Ancients on their bikes that had stopped up the street a ways about five feet apart. He hauled toward them, and at the "perfect moment", leapt off the bike into a straight-body (like a diver takes on, I don't know what else to call it) backflip, drew both pistols, put a killing round into each one's head as he flew over them upside down with arms extended in an upside down 'Y', and landed on the bike, bringing it to a sliding halt past the two now falling bikers.

It was something like "high TN bike test using reaction, high TN athletics test, high TN pistols test, high TN athletics test, high TN bike test using reaction" and he pulled it off anyway. It was great. :D

Outside little steam-blowoff moments like that though, we stick to slightly more realistic play.
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Turtle
post Sep 13 2006, 07:07 PM
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QUOTE (eidolon)
My games usually feature a mix. Mostly realistic, but with occasional cinematic events (almost always the result of player asking to John Woo it up, me assigning a ridiculous target number, them succeeding anyway :D).

There was a game I was co-GMing (well, trading GMing is more correct) in, and during one session the dual-weilding pistol adept gunned a Yamaha Rapier, which he had no specific skill in riding, toward two Ancients on their bikes that had stopped up the street a ways about five feet apart. He hauled toward them, and at the "perfect moment", leapt off the bike into a straight-body (like a diver takes on, I don't know what else to call it) backflip, drew both pistols, put a killing round into each one's head as he flew over them upside down with arms extended in an upside down 'Y', and landed on the bike, bringing it to a sliding halt past the two now falling bikers.

It was something like "high TN bike test using reaction, high TN athletics test, high TN pistols test, high TN athletics test, high TN bike test using reaction" and he pulled it off anyway. It was great. :D

Outside little steam-blowoff moments like that though, we stick to slightly more realistic play.

Actually, that's the kind of scene that would grant the character an immediate 1-point addition to his karma (karma pool for later editions), as long as he pulled it all off successfully.

And since karma CAN be transformed to rerolls, automatic successes, etc. I'd say that's incentive enough to try those stunts a bit more often.

Got to keep that in mind! 8)
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eidolon
post Sep 13 2006, 07:31 PM
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There was another, where the same "no bike skill" character managed to drop grenades (causing 6 of 13 chasing Ancients to wreck), donkey kick his bike up, kick it into neutral and spin it around, hit the ground rolling backwards, draw both pistols and gun down a few more ancients (causing the remaining to break pursuit), and wheelie the bike back around and take off again.

Yeah. Mmmmm, realism. :D

It's funny, this type of thing was definitely the exception to the rule (and might not have happened if I was running), but it's what sticks out in your memory the best.
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Turtle
post Sep 13 2006, 08:39 PM
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That's because it's so freakin' unlikely it HAS to stick out. Like that one wizard in an AD&D game of mine making a brilliant ride check to kick-start his horse and jump over a fallen comrade, succeeding in a Strength check to grab another who was about to be devoured by a carrion crawler and pull her on his horse, and manage another ride check to make his horse jump said crawler and get them all to safety. We all watched with wide eyes as he pulled that stunt off.

That's the stuff that simply sticks out because nobody thinks it possible. 8)
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KarmaInferno
post Sep 13 2006, 09:08 PM
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Firing guns akimbo upside down mid-somersault off a bike taking out two guys at once.

:D


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eidolon
post Sep 13 2006, 09:13 PM
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Yup, that was the exact scene that inspired it. :D

Damn what an awesome movie.
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Shrike30
post Sep 13 2006, 09:14 PM
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I'm at work, but I'm gonna guess y'all're watching Equilibrium. :cool:
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Shanshu Freeman
post Sep 13 2006, 09:18 PM
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QUOTE (eidolon)
There's nothing wrong with playing that way though. Did you miss the fact that it's pretty much a given that in a "cinematic game" realism isn't as important as the style?

are you talking to me?

I'll take the liberty of responding as if you were...

You're right, certainly, that there should be some inclusion of the extraordinary. Maybe there should be a balance between the fantastic and the mundane. The possiblity that something *could* happen, as in some science fiction, makes the concepts more interesting and gripping. None-the-less, suspension of disbelief can only go so far, and the game world is composed of rules for a reason. Without those rules, fantastic feats lose their uniqueness and therefore their value.

edit: turtle makes my point very well too.
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