Thursday, February 17, 2011

Bringing VATS to RPGs

I am seriously thinking about developing a system that emulates what I feel are some of the strong suits of the VATS combat system in Fallout 3 and Fallout New Vegas. Probably for Synapse, but maybe for some of my other games as well.



Two Core Elements that I think will be good for RPGs:

1. Removal of the combat round as a concept, replacement with a long duration of time in which actors have a number of points (based on an element of their character design that represents speed) to spend to take actions. I think this will allow someone to really do cinematic combat with a fast character.

2. A paused moment in time that allows the character to determine what their short-term objective is in the combat, give some kind of orders related to that, and then having this play out without the tit-for-tat of round-based combat.

I am still up in the air on my thoughts about how to do this mechanically. With Synapse, obviously I have the Synapse statistic. Anyone have any good ideas that strike you?

No comments:

Post a Comment