How to run combat and keep your players interested?
Thursday, October 23rd, 2008There is a reason why most of us prefer WFRP’s combat system to Rolemaster’s. It is simple, quick and deadly. In fact, WFRP is probably the best compromise possible between realism and playability. And yet, as straightforward as it seems, running combat poses certain difficulties for a GM. First of all, combat remains the most time-consuming and rule-heavy part of role-playing, even in WFRP. Lots of characteristics, dice rolls and calculations are involved (just think of the rules for Strike to Stun), as well as keeping track of almost every second of game time and the positions and movement of several PCs and NPCs. Thus running a short skirmish between the PCs and a handful of skaven can easily consume half an hour of your playing time. On the other hand, your players may become bored by the sullen routine of attack rolls, dodges and critical hits, because WFRP’s combat system does not seem to present many options. At worst, combat may become a mere game-within-the-game, consisting of dice rolls, maths and munchkin tactics, which has nothing to do with role-playing any more. As a GM, you want to avoid that. The aim of this article is to give you a few ideas of how to keep your players interested in combat.
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