Expediting Combat in IRC Games, Techniques to stop it dragging on |
Expediting Combat in IRC Games, Techniques to stop it dragging on |
Mar 12 2008, 04:21 PM
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#1
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Target Group: Members Posts: 66 Joined: 6-February 08 Member No.: 15,650 |
Yet another new topic from me (I should do more work!)
Those who play in IRC games (and especially those who run them) - what techniques do you use to make combat smoother, and not take 50 mins of real time to resolve one combat turn? (I admit that was the team's second game session, and all of the players were new to the game at that point, we are a fair bit faster now). Things I do:
But still I feel like we could be going faster. I wonder if anybody has or knows ways of:
All ideas welcome, even the crazy ones (especially the crazy ones) |
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Mar 12 2008, 05:14 PM
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#2
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Great Dragon Group: Members Posts: 5,537 Joined: 27-August 06 From: Albuquerque NM Member No.: 9,234 |
SR is fairly fast, but some ideas for larger groups or slowpokes who drag the game.
Seat the players in order of initiative. Consider not rolling, just use the base number to speed stuff. Draw out the situation on a white board in broad outline. Describe what the players see. answer questions now, if they wait until their action they need to spend an action to observe closely. The dramatic tactical approach of giving the players 5 seconds to tell you what they are doing works. Start out and ask all the players what they are planning to do at the start of the IP. If they don't respond, the character is as indecisive and confused as the player. When it's there turn to act they can do what they said, or they can abort to run back to cover or freeze, they can't change it. If they player can't describe their action in 5 seconds it's too complex for one IP. (The GM needs to be just as fast too, and not cheat much) So there is a lot of advantage to saying "I'll engage a target of opportunity", rather then "I run across the hall and through the door turn and shoot the security guard". Because the other guy in that room that you didn't see will shoot you and you can't choose to shoot him if you are already planning on shooting someone else. When their init comes they do it. Again, they need to say exactly what they are doing. If they want to shoot two shots they need to define the targets before they shoot the first shot. If they want to delay until something happens, as in "The sniper will shoot anyone coming out the door" they need to say something (unless the GM remembers) when the triggering event happens after their init, otherwise they don't take the shoot. If they are covering let them remain ready to shoot from IP to IP and turn to turn until they take the shot. Roll all the dice at once, GM and player. Success, drain, etc. Use different color dice with numbers or pips that have high contrast so everyone can see and count. If it falls off the table it's automatically not a success. |
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Mar 12 2008, 05:23 PM
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#3
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Target Group: Members Posts: 66 Joined: 6-February 08 Member No.: 15,650 |
All very good suggestions for tabletop games ... but ...
Oops - I was talking about IRC games - "chat room games" to those that don't know IRC (IMG:style_emoticons/default/wink.gif) |
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Mar 12 2008, 05:34 PM
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#4
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Great Dragon Group: Members Posts: 5,537 Joined: 27-August 06 From: Albuquerque NM Member No.: 9,234 |
Sorry....Missed that.
Don't play them enough to say. |
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Mar 12 2008, 06:08 PM
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#5
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Technomancer Group: Retired Admins Posts: 4,638 Joined: 2-October 02 From: Champaign, IL Member No.: 3,374 |
The biggest thing I've done is to declare all actions and then, as the GM, resolve them in order of initiative as best as possible. That way you get the dice rolling out of the way and can focus on the effects. Your team has to agree to it, though, since it certainly isn't exactly the way the rules are written.
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Mar 13 2008, 01:21 PM
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#6
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Moving Target Group: Members Posts: 177 Joined: 12-March 08 Member No.: 15,766 |
Beat them with a stick. That always works!
Award extra Karma to the person who resolves their turns fastest! Or, extra Karma for the runner with the best name. My money is on Dreamer. =P |
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Mar 13 2008, 02:14 PM
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#7
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Target Group: Members Posts: 66 Joined: 6-February 08 Member No.: 15,650 |
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Mar 13 2008, 03:24 PM
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#8
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Moving Target Group: Members Posts: 944 Joined: 19-February 03 Member No.: 4,128 |
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