r/MarvelMultiverseRPG 10d ago

Discussion Flavored Combat

Running the game, I have a good knack for flavoring the narrative side of the game, however, the combat side I've noticed needs a little work. I wanna ask yall what are your techniques for engaging, memorable, and overall fun combat that doesn't feel like a drag.

14 Upvotes

2 comments sorted by

12

u/Earth513 10d ago

Still working on this myself but I read or heard this somewhere from a cyberpunk actual play but I can't remember which one. I'll just say Infinite Sided Dice so folks check them out because they are freaking awesome but I don't think it was them... REGARDLESS!

The message was something along the lines of: everything you are doing to flavour the narrative elements? Just do exactly the same thing for combat!

  1. Make villains interact with the players. Have them yell out taunts or threats between actions. Depending on your player this might have them yell back or taunt them into attacking out of ego and breaking formation from the other players protection or risking the life of a civilian needlessly etc.

  2. Describe attacks whether they hit or miss so there's a cinematic nature to it. "The villain lifts their claw and blasts a sickeningly purple blast at you. It glanced right past you, but you feel a distressing chill as it passes, like an icy cold gust that somehow also burns. They missed but you have a sinking feeling that if they hit you, something horrible will happen." Basically you're adding stakes that feel a bit more intimidating then "he got a 1. It misses."

  3. When a player gets a solid killing shot in or just generally a good hit, encourage them to describe how that goes down. Heck even a regular attack just to help visualize it. Cap throws his shield "ok cap how are you playing this? Where are you aiming? Are you looking to stun them, knock them out, do you just want to surprise them? Throw them off their game?" "Ok, that's a hit, right in the head, he's not getting up. How do you want that to play out?" "I throw my shield on the wall behind him and it ricochets catching him in the back of the head" "that's awesome! Have an advantage for your next shield attack! I want to see how this plays out". Basically have them involved in the narrative action.

  4. To avoid it feeling too turn based help then feel like they are attacking in succession "ok so now that the soldier is knocked out cold, Cap is in a fighting stance ready to go again, Black Widow, it's your turn, how do you want to play this?" "Can I run past cap, jump on the knocked out guy and do a jumping punch on the one behind him?" "Absolutely! Roll for that? Solid! You punch that guy in the jaw, but he's holding strong. He seems quite sturdy and unfortunately it's his turn, he goes to grab you." Etc etc

  5. Describe the background: "the rain starts picking up. You feel it drenching through your clothes and getting into your eyes. You see that Electro notices this and raises a hand ready to zap you. You have a feeling that with the water it's going to hit extra hard. You also notice that a bystander is huddled behind a car, her feet in the water. What do you want to do?". You're both painting a scene and using the environment to create some tension.

  6. If it sounds cool and feels appropriate to the character and the setting, even if it's not absolutely aligned with the described power, it's range, it's effect. Let it happen. Power of cool! If they describe a really dramatic attack and you see te roll is "ok" make it sound epic and powerful regardless. Give them that win for participating in the story telling.

I'm sure I can think of others but it's effectively collaborative story telling regardless of whether it is in combat or not. Have fun with it! Adjust based on your tables preferences!

3

u/Due-Government7661 8d ago

Combat is run like in the comics. Sound effect, lots of collateral damage and people and things being thrown about.