Archive for the ‘Setpiece Battles’ Category

Setpiece Battles #7: Tick, Tick… Boom

Posted: November 17, 2008 by pointyman2000 in Roleplaying Games, Setpiece Battles

Sometimes what makes a battle memorable isn’t always the location, but the circumstances that surround it.  Today we discuss one of the best ways to establish tension in combat above and beyond the threat of injury, capture or death… a time limit.



Nothing says chaos like a riot.  Screaming, running people who are perfectly willing to trample over others in an effort to get away from the source of their terror, or towards the object of their ire.  It’s unpredictable, dangerous, and sheer numbers can render any location, no matter how mundane into a crazy combat. (more…)

Setpiece Battles #5: Weightlessness

Posted: November 13, 2008 by pointyman2000 in Roleplaying Games, Setpiece Battles

Setpiece Battles are all about making things exciting by taking out the familiar, boring and routine environments and kicking up the tension a notch by throwing all the combatants into an unpredictable and dangerous environment that can both help and hinder either side.

And so for this article we take leave of the earth and the atmosphere and deal with another interesting environ that will most likely show up in Sci-Fi games (or the occasional bizzare steampunk game involving a Jules Verne Moon Gun.):  Weightlessness. (more…)

Setpiece Battles #4: The Clock Tower

Posted: November 12, 2008 by pointyman2000 in Roleplaying Games, Setpiece Battles

Not too many games actually have a fight scene set in something like a clocktower, but there are very few places I can think of that will actually fill this location’s signature brand of dynamism.  Ideal for Steampunk settings, a fight inside a giant clock fills the area with moving parts, crushing gears, swinging pendelums, multiple heights and the occasionally deafening blast of massive bells.


Setpiece Battles #3: Volcanoes

Posted: November 11, 2008 by pointyman2000 in Roleplaying Games, Setpiece Battles

If combat can only get better in an unpredictable and chaotic environment, then why don’t we go to one of the most primal of settings to be trying to kill each other?  Volcanoes  are a pretty complicated setpiece to pull off, primarily since you have to consider how the combatants get there to begin with.