Last week I discussed how the use of high modifiers could
extend the duration of conflict, thus generating more dramatic face to
face situations. While this hi-mod system is fine and dandy, it does
little to deal with the most important aspect of a showdown: good
role-playing.
In film, confrontation between opposing forces tends to occur
multiple times. You generally have three kinds of battles; those in which
the good guys fight the bad guy’s henchmen, those in which the good guys
fight the bad guy but nobody wins, and those in which the good guys fight
the bad guy and waste him.
By far the most numerous battles occur between the good guys
and some kind representation of the bad guy, usually henchmen of some
sort. I’m not going to dwell on this kind of conflict because I probably
handle it the same way most GMs do, i.e. a lot of gunfire, a lot of blood.
I do, however, want to make the point that the main reason a majority of
the situations in Shadowrun involve such forms of conflict is that the GM
is usually restricted to one face to face fight between the runners and
their main adversary because this is the point at which Mr. Bad buys it.
For this reason, fights during which the runners meet Mr. Bad
- but don’t kill him - are nearly nonexistent in SR. This is primarily
because the Shadowrun rules governing firearms, spells, and other
implements of violence do little to promote anything but extreme injury
and/or death. Last week I made an attempt to tweak the rules away from
this unfortunate trait, but screwing around with the rules will only get
you so far. Since Shadowrun is a role-playing game, and not a game of
gunfire exchanges, more has to be done to solve the problem.
In order for a non-lethal showdown to work, it is essential
that certain sacrifices be made by both the GM and the players in order to
keep the action going. Cinematic Role-Playing involves taking a step back
from the isolated view of one PC or NPC’s actions, looking at the
situation as a whole, and saying to yourself: Is the combat taking place
right now interesting, or is it simply an exchange of spells and gunfire?
Look at virtually any film involving conflict between two or more major
characters and you’ll notice that, in addition to shooting at each other,
they often fall, drop their guns, obliterate objects around the target
instead of actually hitting it, shout obscenities at each-other, and even
sometimes break off combat when the action has reached such a point of
insanity that they’ve destroyed the set and alerted numerous law
enforcement agencies to the presence of their conflict.
In order to achieve such a level of complexity in combat both
the GM and the players must be willing to go out of their way to make
their own situation more difficult than it would normally have to be. I’m
talking about leaping, dodging, slamming through windows, purposely losing
your weapon if it seems like the logical result of falling through three
stories of rotting apartment building floor board, etc. You can also
‘play’ with a target you know is weaker than you, or - for once -
role-play being afraid of someone who is more powerful than you. Everybody
involved in the conflict should also think back to their 20 Questions and
recall if there’s anything happening in the fight that they’d be afraid of
or especially annoyed with. Many PC archetypes adhere to some kind of
honor system (a nice E-Mailing individual just reminded me of the “street
samurai code”), most of which involve strictures on how one must fight
(i.e. gun vs. gun, fist vs. fist). Adhering to these guidelines can make
combat more difficult, thus more interesting.
The GM can also perpetuate action by converting physical
damage into property damage (i.e. instead of dishing out a moderate hit,
just say the gun the target was using was blown apart) and increasing the
amount of collateral damage resulting from a fight, such as burst steam
pipes, falling plaster, exploding computer monitors, a Lone Star response
team responding to the fray, etc. And if any of the NPCs have some kind of
honor system, it should be adhered to as closely as a PC would to his.
Through self sacrifice and good role-playing you’ll find that
your combat situations will rise above simple bang-dead exchanges and
actually add to the development of the characters involved. When the final
conflict occurs, the PCs and Mr. Bad will know a lot about each other,
turning their ultimate showdown into an explosive, high powered war of
pent up emotions and unbridled rage. Or, and I’ll admit these occasions
are rare, the two parties may realize that this particular conflict really
isn’t necessary and both parties will walk away in one piece. |