Re: Rules and hints for improvisation and creativity in combat situations
One thing I do is turn the dials in a combat of gritty/realistic vs. cinematic/larger than life. Say I want to make bleeding relevant to a combat. I decide that the Bleeding rules are in effect until the end of the scene and suddenly a normally cinematic game becomes a bit more scary.
You can do this with any optional rule - even cinematic ones. It makes things a LOT more interesting.
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