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Re: [GZG] FMAS: Combining Movement with Shooting

From: Samuel Penn <sam@g...>
Date: Sat, 3 Jul 2010 21:43:49 +0100
Subject: Re: [GZG] FMAS: Combining Movement with Shooting

On Saturday 03 July 2010 21:16:52 Tom B wrote:
>  Realistically, if it can be effective suppressive fire, it can be
>  effective fire. To me, game mechanics that only allow one or the
>  other are a bit silly. Stargate RPG has a silly bifurcation between
>  suppressive fire, covering fire, and effective fire - the first
>  applies penalties to actions of a single enemy figure (can't cause a
>  wound), the second provides penalties to actions of any enemy figure
>  attacking a single friendly figure (can't cause a wound), and the
>  third can hit people but causes no suppressive effects.

Lots of RPGs do this. I think it's mostly down to a simplification
to avoid having to check for suppression every time someone fires
a gun (and risk players getting bored because their character can't
do anything other than cower behind cover for half the combat). If
it's a special case, then it simplifies combat.

Giving a choice between wounding or suppressing also gives an
extra tactical choice, which can make things more interesting
at very little cost in complexity.

In realism terms it's silly but it can make sense from a game
point of view, at least in an RPG which has different playability
requirements to a wargame.

-- 
Be seeing you,			       http://www.glendale.org.uk
Sam.			    Mail/IM (Jabber): sam@glendale.org.uk 
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