View Full Version : Cinematic Action vs. Rules-focused
PCroft
05-05-2009, 02:37 PM
I understand why cinematic action lends itself to the Star Wars RPG, and how a GM would overlook keeping track of each movement space, etc. for the sake of ease-of-play and fast action. And I'm down with that.
But is there a way to incorporate stuff like movement that doesn't just toss it out the window?
Grimace
05-06-2009, 11:12 PM
Not sure exactly what you mean by "just toss it out the window". Toss what out? Movement? Cinematics?
And is this a duplicate type post from the other one that I responded to? If it is, I'll close this one down and just use the other one. If this is something different, could you please elaborate a bit more.
The Game Guy
05-08-2009, 12:11 PM
Not sure exactly what you mean by "just toss it out the window". Toss what out? Movement? Cinematics?
And is this a duplicate type post from the other one that I responded to? If it is, I'll close this one down and just use the other one. If this is something different, could you please elaborate a bit more.
I agree with you Grimace, this question/post is very confusing.
Joe Hologram
05-12-2009, 10:06 AM
I don't see how keeping things cinematic for easy of play and fast action means you have to throw stuff like movement out of the window. You wouldn't be keeping exact track of it but it still gives a good rough measurement of how far people or vehicles can move singlely or comparatively. That's seems important to positioning, cover, catching up to or getting away from people to me.
VicPalisades
05-12-2009, 11:44 PM
Agreed, the "cinematic" element (IMHO) comes from how the GM and players describe the action and interpret the roll of the dice. Any game can be flat and boring, regardless of the rules or system if the GM does a poor job of converting those behind the screen dice results into suspense, or the players fail to embellish the results of their character's action rolls with some color and flavor.
Keeping track of things like movement is important to the overall internal logic and balance of the game, (especially since the stats of ships/vehicles directly relate to how fast they can go- if you toss movement out the window why even use the stats?). If you were going to throw out movement in space combat you might as well throw it out in ground combat as well, and at that point you might as well scratch rolling dice and just run a free form game.
Whill
05-13-2009, 12:28 AM
I understand why cinematic action lends itself to the Star Wars RPG, and how a GM would overlook keeping track of each movement space, etc. for the sake of ease-of-play and fast action. And I'm down with that.
But is there a way to incorporate stuff like movement that doesn't just toss it out the window?
The Star Wars RPG first edition rules for vehicle and spaceship movement were more simplistic.
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