Re: Rules and hints for improvisation and creativity in combat situations
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Re: Rules and hints for improvisation and creativity in combat situations
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Re: Rules and hints for improvisation and creativity in combat situations
Quote:
In a game, "improvise an unlikely solution in a hurry or die" is risky, because any significant chance that they won't find a solution or that their try will fail compounded across a series of adventures, and because they have to solve the problem in real time. Ways for players to shape the environment in which their players exist, such as the Serendipity advantage and spending points to create favourable circumstances, are very helpful. Serendipity is the official way for a player to say "I want there to be a chandalier within jumping distance of the balcony" or "while the bad guys are searching the parking lot, I rummage through the glove compartment and under the seats of the pickup. I find a gun right?" GURPS Cliffhangers also recommends putting cliffhangers at the end of the session, and planning several possible escape routes, so the players have time to plan a response. |
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