Roll for Initiative!
To some, it’s the purpose of the entire game. To others it’s the moment of dread.
We have talked about the history of roll playing games before, growing out of the wargaming simulations of the 60’s and early 70’s.
Wargaming Simulations, you know … Combat.
So, the early roleplaying games focused heavily around combat. The game mechanics were designed to encourage and promote combat.
Kill monsters, get experience points.
That can be a lot of fun and many people are drawn to roleplaying games for the combat.
Decades ago, I remember our party stumbled across a group of Lizard Men escorting a Hag. Before we knew it, we were rolling for initiative. Six hours later we finally put the last monster down having lost two of our own in the process.
It was a blast, and exhausting.
But today, the roleplaying experience is much different.
Today games tend to have a heavier focus on narrative and storytelling. You are just as likely to spend six hours at a ball, dancing and drinking while trying to convince a local lord to join your cause as you are duking it out with the Lizard folk.
Combat has morphed from the reason to play the game to just another element in the game. A six-hour combat slog is just as likely to see your players headed home, bored and not interested in returning as it is to excite them.
Balancing combat with the rest of the gaming experience is critical.
On this episode Christina, Mike and I are going to talk about running combat in roleplaying games and give you some tips and tricks to keep the action flowing and make sure everyone stays involved.
Christina, while my early gaming experience was very combat heavy, yours was a little different, wasn’t it?