In a recent thread I was reminded that as in most RPGs Ive played the action in particular turn are actually more than the "I move here and shoot once at this guy" variety. Over the course of several seconds at least its assumed there a great deal more occurs, perhaps nothing so major as to warrant another roll but certainly worthy of inclusion in the GM and player's narrative.
I was also reminded that its a rare occurrence indeed with either GM or player actually use this approach as we all tend to fall back on exactly what the 'rules' indicated as our understanding of what happened during that period of time.
After reading I decided to make a concerted effort to address this in our upcoming campaign (days away now for kickoff) and describe the action appropriately. I feel this lends itself better to the narrative style of game FFG StarWars presents.. less focus on specific ruling detail more on the drama and story.
I do however have a player that is one of those min-maxers that is quite proficient at utilizing the rules of any game to win. He's quite adept, has a head for rules systems and wins most competitive games we play. I felt this sort of approach might throw him off, so I discussed it with him and we tested it out.
We threw down a small random combat and instantly ran into a snag. I'd like your opinion on it.
PC is sitting in the cantina when three tough guys (minion group) walk in. They point, whisper to one another then move toward him. He notices and the combat starts. The PC gets initiative
PC: I make a maneuver to draw my pistol, then use my action as a maneuver to jump the bar for cover.
GM: Ok, the toughs draw their blasters. One of them shoves a table aside blasts the bar above you, spraying sparks everywhere, while the other fans off a bit toward the back exit and the third guy waves his blaster around firing a couple while shots into the ceiling as he shots for everyone to scatter.
"My attempt here was to introduce some color and drama into the adversary turn. Rules wise they drew their weapons and shot at him, missing, but as its supposed to have taken several seconds I tried to fill in the time with some interesting action, etc. But....
PC: Uh, how'd they do that. They all act as one right? Minions?
GM: Yes but basically that's all they did, shot and missed.
PC: But they didn't, only one shot, the other guys performed other maneuvers or actions.
GM:Well for dramatic flare only, in effect it makes no difference, they didn't close range or anything, just reacted with their environment of whatever.
PC:But that's a separate maneuver, they already drew weapons, did you charge them Strain?
GM: No, cause it wasn't a maneuver per say, it was just, well a bit of color to make the scene cool.
PC:But one guy moved to the exit to block my escape route, the other guy is clearing people out, people I might have used for cover.
GM: ugh
Im realizing that introducing your own color and such into a combat narrative is trickier than you might think. Anything you add might well be viewed as an action or maneuver by a player and therefore allowing the adversaries an edge.
"The Stormtroopers fire back, a couple of them diving for the door while the others try to pull back behind the access ramp" - Hey, they are splitting up? They aren't a group anymore?
"You fire on the pirates, hitting one while the other 2 fire back, kicking up dirt in front of you. Then they move toward the fuel cells, shots coming your way.. (rolling dice)" - Wait, they already fired! They get to fire again? GM: No, the previous shots were just for color, no chance of hitting. PC: Oh, so I can do that too, fire anytime I want out of turn to keep their heads down as long as it cant really hit them?
Im beginning to think this is going to be a real pain.