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#1 |
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Join Date: Aug 2004
Location: A nice, warm rock with an excellent view of the Damned
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I'd say that if your players cannot find comfort within the kind of contract you describe above, you're probably better off doing something else.
I was the GM of a PbP PvP game for a while. During that time we got to clarify a whole lot of things with the line editor. One thing that was made very clear is that, if you can see your opponent, you can see what maneuver he takes, EXEPT for feint. This goes for PC's and NPC's alike. I don't know if it's feasible, but one mehtod could be to require that players write maneuvers down, and only show the written to those who could actually see the character in question. Hiding placement from those who cannot really see is all but impossible ... exept if you: Use a VTT. A Virtual TableTop What you are looking for would be possible if people were each using a laptop, and a VTT program such as MapTool (check at www.rptools.net). This program of course requires some time to learn how to use, but it has the features to show personal maps to each player, showing only what he or she can see, while the GM of coiurse has total overview. I don't know if it's a possible solution for you, but it's a possibility. edit: Ack! Ninja'd ;-)
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The Wrathchild Last edited by The Wrathchild; 07-19-2011 at 06:06 AM. Reason: Ninja'd |
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#2 | |
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Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
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The one with the "except feint" is not a good solution IMHO, because then you would have to say:"you can't make out what the enemy is doing" which would of course mean, he's feinting... |
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#3 | |
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Join Date: Aug 2004
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Quote:
MA101 has some options for delaying Feint results until just before they take effect. Or, you could just let them be aware of the success/failure of a feint right when it happens; the only real concern is a player always stepping out of range (or some similar defensive tactic) after they've been successfully feinted, which in-and-of-itself can be used to an advantage by the opponent... GURPS combat is structured with very few, if any, necessarily secret rolls. |
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#4 | |
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Join Date: Oct 2005
Location: Göttingen, Germany
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Quote:
For the opponent I would call a successful feint a <missed attack>, because that is what he thinks. So in public just let the player or the GM declare: The attack maneuver failed, this happens often anyway, so it should not be suspicious for anyone. The specifics of the "attack" (which is actually a feint maneuver in this case) should only be known by the GM and the attacking player. In a PvP-Game it is normal that the players regularly give slips of paper to the GM with secret informations about their actions and plans... Last edited by OldSam; 07-19-2011 at 02:49 PM. |
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#5 |
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Join Date: Nov 2009
Location: GMT-5
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I have found that PvP combat in which the PCs are usually hidden from their opponents isn't usually very fun. It gets bogged down with note passing or whispering. I've tried it a few different ways over the years. But in every event, when the players and the GM are constantly sharing secrets, you lose the lively social dynamic that makes table-top fun.
So I'd limit the options for concealment. PCs can hide and even sneak around, but there are limited hidden avenues. Basically, secrets should be de-emphasized. If PCs need to make tactical guesses that the players know the solution to, you can have them roll randomly to see which solution they actually choose. Or have them roll on Tactics (or a contest of Tactics) to see if they can out guess their opponent. |
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#6 | |
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Join Date: Aug 2004
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Quote:
There's no inherent reason to pretend that feints are missed attacks, or to hide them entirely. In a real fight, you will often be quite aware that your opponent is feinting / has feinted. Your skill and roll will determine how hard you 'fall for it.' And really, there are going to be circumstances where you will be aware of just how badly you fell for it, and just how penalized you are, before the ensuing attack (well, in as far as you're really aware and thinking of anything in a fight). There is OK justification for seeing a feint, and its results, as it happens. |
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#7 | |
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Join Date: Oct 2005
Location: Göttingen, Germany
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Quote:
Of course, in the next round when the attacker can use the bonus of his feint, the defender is told that there was a feint, thus he knows it afterwards. Moreover if the feint did not succeed, the action was obvious and the GM should directly let the defender know about that try. Last edited by OldSam; 07-19-2011 at 08:01 PM. |
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#8 | |
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Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Quote:
Pencil on paper and wax pencils on plastic work best; dry erase markers are too fragile to pass back and forth for my taste, but they are handy for sending short tactical updates if there is a way to face them toward the GM but away from the opposing player. Some sort of divider or partition is handy, and can be as simple as a sheet of poster board or old science fair display propped up with game books. This should help things move along, but you may want to invoke a time limit. After a couple of rounds of "you do nothing", most people learn to at least say something at the last second. Last edited by jeff_wilson; 07-19-2011 at 06:14 AM. |
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#9 | |
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Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
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Quote:
To me it sounds like you already played GURPS Combat like this? What was the experience like? Would you do it again? |
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#10 | |
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Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Sure, I'd do it again if I had the right mix of patient players. One or two hot heads are okay, it can be fascinating to watch another player pick up on this and set a trap for the impatient guy. |
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| Tags |
| combat, pvp |
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