@ganymede said in World of Darkness -- Alternative Settings:
I don't think you can compare FS3 and WoD Combat for many reasons. The biggest one is FS3's lack of "initiative"; everyone goes at the same time, and the combat engine takes the pre-set "preferences" indicated by each player (weapon used, target, attack-type, etc.) and finds the results lickety-split. In WoD, each person gets a turn in sequence, and, unless that person is actively engaged, they aren't always going to do this quickly; even if each player took 5 minutes to choose their action, roll for it, and pose, a 6-person combat moves at the glacial speed of 30 minutes per turn.
FS3 has initiative, it's just handled under the hood. It all comes down to how you view initiative. If you view it as "I get to wait to see what you do AND whether you succeed before I even pick my action" then yeah - it is going to be serial by necessity.
But that's a design choice. You could just as easily say that declaring actions happens in parallel because your decision to act is unaffected by anyone else's decision to act.
Then you have what I believe someone else suggested a bit ago:
- Declaration phase (in parallel)
- Resolution phase (GM-handled, in initiative order; GM spits out the results)
- Pose phase (in parallel, which can happen alongside the declaration phase in subsequent turns)
None of this is FS3-specific. It can work for any RPG system as long as you're willing to make declarations happen in parallel.
And if you're not? Well... then you get 8 hour long combat scenes. But why do that to yourselves???
Side note: FS3's code makes declarations public because it's meant for co-op PvE. But you could have people page the GM if it's PvP and you're worried about somebody cheating by seeing someone else's action first.