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Originally Posted by voidstate
I like that idea. So how did you explain the time element to your players in game turns. Surely there wasn't always a bomb about to go off (or maybe there was - this was a spy genre game after all).
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Well, sometimes it was easy- there's a bomb or they've been put in a slow moving deathtrap or whatever. Other times, it's cause the audience is starting to get bored with how long this scene is taking to wrap up- long fights with mooks are out of genre.
Mind you, I'm re-translating from the terms I used when explining WuCraft to them- in which Yang, Yin and Chi had become Attack, Defense and Cool. It makes more sense to say that Bond is less Cool is a fight drags on too long than his Chi is reduced
Re: Pacing.
Pacing is controlling the flow of action and events to retain the audience's interest, right?
How exactly does WuShu help with the /pacing/ of events, as it is written? It certainly helps with getting interesting narration and empowering players, but how does it encourage pacing, and how can you adjust a game's play with it's pacing mechanics?
In particular, what is meant to discourage players from doing the 4 Yin Dice - 1 Yang Die if fighting mooks, or otherwise just straight overcoming a challenge?
Simply vary the Difficulty rating? That's one dial- it almost amounts to a clock. Adding additional dials to tweak lets you have different types of challenges- short and sharp (low Difficulty, low Time, high Danger), typical fight scene (moderate Difficulty, moderate Time, moderate Danger), the very scenary (especially when it's soomething both the Nemesis and the Protagonists have to contend with- high/infinite Difficulty, low Danger, unlimited Time).