Difference between revisions of "Surprise Attacks"
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+ | [[Surprise Attacks]] are by definition ways to have [[Surprises]] in games. They allow distinctly different type of [[Combat]] events to occur, which can cause [[Tension]] either by occurring or by players expecting them. | ||
− | + | Planning [[Surprise Attacks]] requires [[Tactical Planning]] but so can planning to minimize the effect of possible [[Surprise Attacks]]. Such planned attacks can be prime examples of [[Betrayal]]. | |
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− | + | [[Surprise Attacks]] that cannot be detected in advance can be seen as a form of simply giving [[Damage]]. Such [[Surprise Attacks]] can work against players feeling an [[Exaggerated Perception of Influence]], especially if the [[Surprise Attacks]] are presented as [[Cut Scenes]]. | |
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== Relations == | == Relations == |
Revision as of 11:10, 21 September 2014
Attacks that come unexpected to the target of those attacks.
This pattern is a still a stub.
Contents
Examples
Winning strategies in the Diplomacy often hinges upon betraying an "ally" at a convenient point by doing a Surprise Attack on that "ally".
Game masters in Tabletop Roleplaying Games such as Dungeons & Dragons and GURPS can easily create Surprise Attacks for players in the form of traps or hidden monsters. Many times, however, players are given some chance to discover these to let characters with high perception help the group of adventurers.
In the first installment of the X-COM series, the player's characters could only see enemies in their line of sight. This could easily lead to Surprise Attacks if rooms where not completely searched or aliens had the opportunity to sneak up behind the characters.
Using the pattern
Can Be Instantiated By
Game Masters, Stealth, Traps, Ultra-Powerful Events
Fog of War or Imperfect Information in games with Combat
Can Be Modulated By
Flanking Routes, Sniper Locations
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Surprise Attacks are by definition ways to have Surprises in games. They allow distinctly different type of Combat events to occur, which can cause Tension either by occurring or by players expecting them.
Planning Surprise Attacks requires Tactical Planning but so can planning to minimize the effect of possible Surprise Attacks. Such planned attacks can be prime examples of Betrayal.
Surprise Attacks that cannot be detected in advance can be seen as a form of simply giving Damage. Such Surprise Attacks can work against players feeling an Exaggerated Perception of Influence, especially if the Surprise Attacks are presented as Cut Scenes.
Relations
Can Instantiate
Betrayal, Cut Scenes, Damage, Surprises, Tactical Planning, Tension,
Can Modulate
Can Be Instantiated By
Game Masters, Stealth, Traps, Ultra-Powerful Events
Fog of War or Imperfect Information in games with Combat
Can Be Modulated By
Flanking Routes, Sniper Locations
Possible Closure Effects
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Potentially Conflicting With
Exaggerated Perception of Influence
History
New pattern created for this wiki by Staffan Björk.
References
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Acknowledgements
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