Difference between revisions of "Surprise Attacks"
(→Relations) |
(→Relations) |
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[[Flanking Routes]], | [[Flanking Routes]], | ||
[[Stealth]], | [[Stealth]], | ||
+ | |||
+ | [[Betrayal]] | ||
+ | |||
+ | [[Diplomacy]] | ||
--- | --- | ||
[[Tactical Planning]], | [[Tactical Planning]], | ||
− | |||
− | |||
[[Traps]], | [[Traps]], | ||
[[Game Masters]], | [[Game Masters]], | ||
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[[Damage]], | [[Damage]], | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Surprises]], | ||
[[Tension]], | [[Tension]], | ||
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[[Ultra-Powerful Events]] | [[Ultra-Powerful Events]] | ||
− | [[Fog of War]] in games with [[Combat]] | + | [[Fog of War]] or [[Imperfect Information]] in games with [[Combat]] |
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 08:02, 21 September 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
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.
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.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Cut Scenes, Sniper Locations, Flanking Routes, Stealth,
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Tactical Planning, Traps, Game Masters, Damage,
Surprise Attacks,
Can Instantiate
with ...
Can Modulate
-
Can Be Instantiated By
Fog of War or Imperfect Information in games with Combat
Can Be Modulated By
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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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