In a post on my other blog I shared an
article from STRATFOR on dealing with emergency/danger situations in
real life. Today I want to draw from that article a few thoughts on
how players of RPGs can employ this advice in their gaming.
Situational Awareness
Players have to make an effort to keep
their characters aware of the world around them. Most game systems
have a pre-combat mechanic for spotting danger or avoiding surprise
attacks. The GM should be employing that mechanic, and if the players
do not announce that they are being watchful and alert for suspicious
activity in their surroundings, the GM can feel free to surprise them
as often as it takes for them to learn. Set up a standard
observation/crowd-scan policy and announce that your character is
doing it in any situation that you think could get dangerous. GMs
should keep in mind that not all antagonists are going to be masters
of stealth, so keep it varied and challenge the players to keep
vigilant.
Run, Hide, Fight
Run
Just because some NPC wants to start a fight does not mean your
character has to go along. Ever considered negotiating? If talking
doesn't work running is a viable option. Fight on your terms, not on
theirs. If for some reason your characters are unwilling to run, they
had better be aware and looking out for possible trouble.
Hide Going into a potential conflict situation, the players should pay attention to the layout and keep in mind escape routes and places that provide concealment or cover. Remember that concealment is not the same as cover unless you have not been spotted yet. If your opponent hasn't seen you yet, don't break concealment unless you're going to get trapped in that spot. When the shooting starts, don't stand out in the open or you make yourself target number one – get to cover fast.
Fight Know your capabilities as a character and as a team so you'll know when you're over-matched. Assess your opponent's weaponry and power. Have a general plan in place for handling different kinds of threats; a grenade launcher and a sub-machine gun are not employed the same way. Coordinate with your fellow characters; teamwork is a force multiplier.
Hide Going into a potential conflict situation, the players should pay attention to the layout and keep in mind escape routes and places that provide concealment or cover. Remember that concealment is not the same as cover unless you have not been spotted yet. If your opponent hasn't seen you yet, don't break concealment unless you're going to get trapped in that spot. When the shooting starts, don't stand out in the open or you make yourself target number one – get to cover fast.
Fight Know your capabilities as a character and as a team so you'll know when you're over-matched. Assess your opponent's weaponry and power. Have a general plan in place for handling different kinds of threats; a grenade launcher and a sub-machine gun are not employed the same way. Coordinate with your fellow characters; teamwork is a force multiplier.
Whenever you fight, remember that your first objective is always survival. Don't hesitate to break contact if things are going against you.
In World Wars 1 & 2, automatic weapons and artillery caused far more casualties than personal weapon fire. So identify your opponent's biggest gun and target it first. Suppress the heavy hitter while protecting your own biggest gun, because the enemy will likely be using the same tactic.
Use maneuver to get to the combat range that is most favorable to your side. Handguns are close range weapons, if you've got better ranged weapons, don't let your opponents get close.
M.D.A.C.C.
Maneuver
Moving targets are harder to hit, plain and simple. If you're not
under cover, maneuver to cover as quickly as possible.
Distance Again, avoid close range combat if at all possible. The closer you are to your opponent, the easier it is for him to hit you, and you want to survive.
Angle Rather than running in straight lines, dodge and weave about, forcing an opponent to track and lead you, throwing off his aim. In Traveller, this is called Evading.
Cover & Concealment Cover is anything solid that will stop attacks from hitting you. Concealment is anything that blocks your opponent from seeing you. You can hide behind cover as it offers protection, but you should move behind concealment, as it will not stop bullets. Anything between you and an opponent is helpful, but always try to get to cover.
Distance Again, avoid close range combat if at all possible. The closer you are to your opponent, the easier it is for him to hit you, and you want to survive.
Angle Rather than running in straight lines, dodge and weave about, forcing an opponent to track and lead you, throwing off his aim. In Traveller, this is called Evading.
Cover & Concealment Cover is anything solid that will stop attacks from hitting you. Concealment is anything that blocks your opponent from seeing you. You can hide behind cover as it offers protection, but you should move behind concealment, as it will not stop bullets. Anything between you and an opponent is helpful, but always try to get to cover.
Survival Mindset
If
the game system you're playing has 'panic rules', expect the GM to
enforce them. This should encourage more planning and non-combative
solutions to confrontation, as no-one wants to freeze out in the open
to get shot. Rules for initiative, or who acts first in a combat
turn, can also simulate this hesitation under fire. GMs should allow
players a chance to improve their character's performance under fire.
Not
all RPG's try to be realistic, but for those that do, where combat is
expected, your characters should fight smart or face the likelihood
of getting beaten by NPCs who do.
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