Combat example?

A world of adventure in an age of sorcery and steam. Join the fight against the enemies of Queen and Empire. Battle ancient evils, uncover sinister plots, and root out predators stalking the cobble-stoned streets. Your tools are arcane magics, steam-driven marvels, and a stiff upper lip. Learn more at our website: http://www.cubicle7.co.uk/our-games/victoriana/
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jarobr
Posts: 1
Joined: Mon Aug 07, 2017 9:23 pm

Combat example?

Post by jarobr » Mon Aug 07, 2017 9:27 pm

I studied the book for a while and I've only run one session so far and the group disbanded immediately (mostly because they got screwed over trying to be D&D murderhobos in the streets of England). Combat is still confusing to me. With the initiative changing every round and the ability to counter attacks and stuff, can someone who's played GM tell me exactly how they set up combat? My best idea was a whiteboard and drawing arrows and stuff for who attacks what and what attack gets countered but it's all still a mess. If someone could be so kind as to thoroughly detail how they run a combat encounter, and keep track of things, I would really appreciate it. I've tried finding gameplay on YouTube but didn't see any combat in the one playthrough I found.
Thanks!

knightofhagan
Posts: 69
Joined: Sat Mar 08, 2014 1:40 pm

Re: Combat example?

Post by knightofhagan » Fri Aug 11, 2017 11:48 am

Combat is the hardest most frustrating part of Victoriana. It's also the most exciting and fulfilling.
My best idea was a whiteboard and drawing arrows and stuff for who attacks what and what attack gets countered but it's all still a mess
That is what I do as well, I also require the players to remember what actions they declared. If they can't remember, why should they expect me to remember? Those of us running the game have enough going on.
If a character attacks another character, I draw an arrow from the attacking player to the victim.
If the victim counters, the arrow goes both ways. If the character declares multiple attacks and counters, it can get messy, but if the players keep track of their actions for you (maybe give out a fate point to helpful players on occasion) nobody misses out.If someone runs away, I draw an arrow heading off the board.
To keep my sanity, I also keep a running tally of lost hit points next to the opponents names in the fight.

Fortunately, your players now know Murder Hobo's don't work on London Streets, unless they are playing a precursor to Jack the Ripper. Once that lesson sunk in with my players, combats tended to end quickly, usually with surrender, friendship, or bribery.

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