Mad Crazy Action

Cinematic campaigns should move quickly and emphasize action over detail. When the heroes are taking on guns with fists and dashing up tree trunks, it's missing the point to worry about how hard it is to stand up in armor (you can do acrobatics in armor!) or whether it's possible to throw a Back Kick while seated (over the shoulder, of course!). Cinematic games should therefore avoid the high-detail options recommended for realistic campaigns in Combat Realism (pp. 237-238) - particularly those suggested under Gritty Realism. Instead, the GM should use the cinematic rules he feels suit the genre and setting. Details vary, depending on how wild the campaign is supposed to be, but all cinematic games can benefit from Faster Combat (p. 126).

The Ultimate Karate Bible

The Ultimate Karate Bible

Stop being the victim. Long lost manuscript will show you exactly how to humiliate your enemies with a few secret moves. Stop for a minute and picture this you're walking home alone one night. It's just a regular night like any other and you are eager to get home.

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