Taking Inspiration from Video Game Combat: Ghost of Tsushima (part 1)


A member of the Asians Represent Podcast Discord community (thanks, Izen) suggested that I produce an episode breaking down cinematic action scenes as if played through Wandering Blades and I thought this was a great idea. Before moving forward with that, I wanted to share an example with you folks!

Despite the Japanese setting, Ghost of Tsushima was a big inspiration for the combat in Wandering Blades. Try watching the attached video and following the timestamps outlined below:

Combat Round One - Fast Turns

  • *No combatants have decided to take Fast Turns this round. 

Combat Round One - Slow Turns

In the next version of the quickstart, I have added the amendment that PCs can select to go second in combat for a round.

  • 1:00 - the enemy attacker uses a MOVE ACTION to close the distance with the PC and then takes an ATTACK ACTION with their spear. The attack misses and the PC uses their REACTION for the round to counter, making a free ATTACK ACTION against the enemy attacker. Damage resolves and they are killed. 
  • 1:12 - another enemy attacker uses a MOVE ACTION to close the distance with the PC and then takes an ATTACK ACTION with their sword. The attack is higher than the PC's DODGE and will hit. However, the PC spends 1 qi point (QP) to gain another REACTION and parry. They succeed and resolve damage without having to attack, killing the enemy attacker.
  • Round ends.

Combat Round Two - Fast Turns

  • *No combatants have decided to take Fast Turns this round.  

Combat Round Two - Slow Turns

  • 1:20 PC goes first, spending QP to use a technique (ACTION) to kill an enemy swordsman and their MOVE ACTION to use a STANCE.
  • 1:27 - Enemy attacker uses a MOVE ACTION and an ATTACK ACTION with their spear, missing. The PC elects to not use their REACTION.
  • Round ends.

Combat Round Three - Fast Turns

  • *No combatants have decided to take Fast Turns this round.  

Combat Round Three - Slow Turns

  • 1:28 PC uses an ATTACK ACTION, but does not deal enough damage to kill the enemy. They use another ATTACK ACTION, but are unsuccessful. 
  • 1:30 - The enemy attacker uses an ATTACK ACTION. The attack is higher than the PC's DODGE and will hit. However, the PC spends their REACTION to parry. They succeed and resolve damage without having to attack, killing the enemy attacker.
  • Round ends.

Let me know what you think!

- Daniel




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Comments

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Love this! I've always wanted to do a breakdown like this for famous fight scenes and how they would break down into rounds of an RPG session. Also serves as a good reminder that every sword stroke should be badass.  

Thank you!!! I'm going to try doing this for famous fight scenes as well!