![]() This is the combat I’m most worried about (I won’t really know whether it’s fun until other people have tested it), but I think that it can be done and that it’s worth the attempt to keep the TTRPG feel.Īs a Shadowrun GM in real life, I pride myself on giving my players tons of freedom on how to complete their runs, including non-violent non-combat approaches. Those will be harder to code (seriously, the stuff that’s been giving me real headaches lately all involves space and movement, and I can eliminate those factors completely in directed action scenes, but not in more open, TTRPG-type fights). So I also want to include some fights that are much more open, in the spirit of the tabletop. However, Shadowrun is a TTRPG, and TTRPG combat is much less directed than that. So I think that some of the combat scenes will take that Relics-plus-dice-rolls approach, and be directed and (hopefully) cinematically epic! I’d just need to add in some dice rolls, and since I now have all the code to do that, that will be easy. I think that this approach could be ported over to Neon Fire really easily. It was like a movie action scene - there’s constant forward narrative momentum, but every so often it’ll pause and ask you how you want to get past the next obstacle that’s flung in your path, providing multiple routes around it tailored to different characters and builds. I developed an approach that I thought of as “directed combat”. So, in my earlier project, a big, three-part globe-trotting Indiana-Jones-em-up archaeological adventure called the Relics of the Lost Age trilogy (Shadowrun people who’ve started following me might want to check it out), I wrote a ton of action scenes, and I think for the most part they’re fun. Since I’m at the point now where I’ve (almost) finished the first Neon Fire combat scene, and my head is hurting from all the complex code it involves, I thought I’d do a dev post about how I’m going to approach TTRPG combat in IF form, not least since the source material, Shadowrun 5th Edition, has a ferociously complex combat system and I’ve tried to keep as many of those rules intact as possible (with lots of guidance for the reader, don’t worry!)
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |