Combat Spark
Last week, I squealed over the presence of a quality that I called that (as in, “My game needs more of that”) in Kung Fu Panda 2. As promised, I’m going to look into what it constitutes—including...
View ArticleIngredients of Combat Spark
Yesterday, I talked about how combat spark, the peculiar quality of a fight scene and the maneuvers therein, is comprised of a number of component elements. What are these elements, and how do they...
View ArticleCombat Rigidity, Combat Spark
In response to yesterday’s post on the components of combat spark, edige23 from Age of Ravens expressed some curiosity in seeing my take on combat spark “working in systems with high combat fluff vs....
View ArticleAssembling a Sparky Action
I tend to get most of my combat spark action by action, dealing with each one as a problem to solve: usually “What do I want, and how do I get it with what I have?”, though sometimes I’ll try “What do...
View ArticleCombat Spark Through Imagery
Yesterday, I talked about my own process for trying to assemble actions within a fight scene that for the most part contain some degree of combat spark—but none of it directly addressed the visual...
View ArticleImpractical Applications (How Not to Spark)
One of the things that makes combat spark important to me is its relevance to my game, and keeping me interested; my group has ranged from just interested in action to “I can has fight now pls?” Some...
View ArticleKindling the Combat Spark
Last week, I wrote about combat spark, and all the numerous ways to bring it about from the player side. While they’ve got a lot of control, though, we as GMs still need to hold up our end in...
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