
Sign up to save your podcasts
Or


What do you do with a split group when combat breaks out?
Pat and Che discuss combat mechanics and pacing in role-playing games. Pat explains his approach to handling combat in his Star Trek campaign "Imminent Destinies," where he uses action time (one minute) rather than the traditional one-second combat system to allow multiple concurrent actions by different player characters. He details how he implements burst combat (3-second periods) and transitions between normal time, action time, and combat time to maintain momentum while enabling split-party scenarios.
Thanks to Alex M for the call-in that inspired the episode.
GOT A QUESTION?
Ask us via voice message:
speakpipe.com/gurpstalk
Ask us via an email:
PAT'S BLOG:
Processing GURPS – Enabling Longform, Immersive TTRPG play using GURPS
OR
https://processinggurps.com/
RPR PATREON: patreon.com/rpgrescue
THANKS:
Jon from Tale of the Manticore for the music:
https://taleofthemanticore.podbean.com/
Logo by MJ Hiblen:
https://www.patreon.com/MJHiblenART/
DISCLAIMER & NOTICE:
The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.
GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.
Hosted on Acast. See acast.com/privacy for more information.
By Che Webster & Patrick Mullen5
22 ratings
What do you do with a split group when combat breaks out?
Pat and Che discuss combat mechanics and pacing in role-playing games. Pat explains his approach to handling combat in his Star Trek campaign "Imminent Destinies," where he uses action time (one minute) rather than the traditional one-second combat system to allow multiple concurrent actions by different player characters. He details how he implements burst combat (3-second periods) and transitions between normal time, action time, and combat time to maintain momentum while enabling split-party scenarios.
Thanks to Alex M for the call-in that inspired the episode.
GOT A QUESTION?
Ask us via voice message:
speakpipe.com/gurpstalk
Ask us via an email:
PAT'S BLOG:
Processing GURPS – Enabling Longform, Immersive TTRPG play using GURPS
OR
https://processinggurps.com/
RPR PATREON: patreon.com/rpgrescue
THANKS:
Jon from Tale of the Manticore for the music:
https://taleofthemanticore.podbean.com/
Logo by MJ Hiblen:
https://www.patreon.com/MJHiblenART/
DISCLAIMER & NOTICE:
The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.
GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.
Hosted on Acast. See acast.com/privacy for more information.

104 Listeners

5 Listeners

185 Listeners

30 Listeners

8 Listeners