Difference between revisions of "Surprise Attacks"
(→Examples) |
(→Examples) |
||
Line 13: | Line 13: | ||
=== Examples === | === Examples === | ||
− | Winning strategies in the | + | Winning strategies in the [[Diplomacy]] often hinges upon betraying an "ally" at a convenient point by doing a [[Surprise Attacks|Surprise Attack]] on that "ally". |
Game masters in [[:Category:Tabletop Roleplaying Games|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. | Game masters in [[:Category:Tabletop Roleplaying Games|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. |
Revision as of 08:37, 21 September 2014
The one-sentence "definition" that should be in italics.
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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
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
-
Potentially Conflicting With
Exaggerated Perception of Influence
History
New pattern created for this wiki by Staffan Björk.
References
-
Acknowledgements
-