So I have this GURPS stuff I want to try out in Actual Play, but I don't have a lot of time to do it. Nor do I want to toss the Felltower PC pool at the problem - they wouldn't fit.
My regular gamers and I are going to do a mini-session to try it out, and I expect combat. But I also know even with throwaway characters, there is a hard-coded tendency in many players to maximize their options. Make this this action on this turn is the best possible thing to do for now, for later, and for their friends around them.
That's not conducive to fast combats.
Here is what I'm going to do to keep things lightning fast:
Use my Simple Combat Rules with the exceptions below:
- No Retreats. As simple at that - none, not at all, never, you roll against the defenses on your sheet.
- No Reach. Either you're in melee, or you aren't, or you're in Close Combat, or you aren't. You can't Wait and strike and backpedal with your rapier to keep a foe at bay. If you can reach him, he can reach you, and yes, he can engage in close combat. You can leave close combat, but you're still in an abstract space where he can reach you if he wants.
- No Map. I might plunk down a map for visualizing the area, but it won't matter in combat. My players have a tendency to use their minis anyway to do grouping, then subtly start using range, then use Retreat, etc. Not here - no minis, just an abstract brawl. And thus:
- No Facing. You can't flank that guy, he's got no flank.
- Largely basic rules only. So no multiple Blocks, no Long Weapons in Close Combat. I'll probably allow Committed Attack and Defensive Attack, and allow trading in attacks to get a Feint (a typical Rapid Strike move) but that's it.
That seems workable - if you can't try to leverage the map, leverage reach, leverage Retreat for defenses and spacing, or worry about placement and facing due to worries about Close Combat, you really don't have anything to do on your turn except choose a foe and attack - or not. That and passing over people not ready to go should speed things up. I hope so - my goal is to try something not purely tied to combat, and thus slow, careful, tactical combat with minis and the fun that that is just would be an impediment not a help. We'd miss the forest for the trees.
We'll see how it goes. I suspect "No Retreat" is going to be cringebait for many people, but hey, you're never going to need to worry about when to use that +3 Dodge . . .