Draven
Pioneer
I don't feel like this Flurry rule is moving towards a more theatrical style of combat
An Owner has openly expressed that, not only does it do this, it's one of the reasons he enjoys it.
I don't feel like this Flurry rule is moving towards a more theatrical style of combat
Then it's my definition of theatrical that disagrees with his.
Theatrical combat is something that's super European to do and basically has no calls and is all about flourishes and style. A slower system that still has combat calls doesn't equal theatrical for me.
I also think the flurry 3 system will be good for newer/prospective players. Less intimidating! Which means new players for chapters!
This may just be my area, but I've never had any new players call our combat system intimidating. "Complicated," sure. But not intimidating.
For me but it's depending on what you mean by combat. Swinging boffers? No. Understanding and calling spells/defenses, yes, that's the biggest confusion that new players have in our chapter.
And slowing combat down a smidge (to call defenses or clarify) is a huge boon for those newbies.
I don't feel like this Flurry rule is moving towards a more theatrical style of combat. A bit slower, yes, but slowing down calls and combat to provide less holds and confusion is something I am all about. I think that intense combat will continue to be a thing.
And again, if we teach people how to fight properly within the Alliance rules (45-90 degrees, etc.), marshal verbals and machine-gunning better, and teach a culture of being courteous to NPC's (don't attack if there are already 3 or 4 already attacking that lone Crunchy)
What we do here when we find ourselves in Treacherous Terrain? Move the fight to an area where it isn't. We don't fight on the sides of steep hills, in thick bushes/undergrowth, among roots, or other physical hazards. If I see that someone I am fighting against is about to back into a tree branch, a ditch, a root, an ant hill, or other hazard, I stop fighting them, pull back, and warn them. We then move the fight to a different area, or we reorient ourselves so our backs are to open, safe ground. And then we continue.
The fact that you guys fight in Treacherous Terrain is the issue, imho. You shouldn't be doing that. If there is no safe ground at the site you play, perhaps your chapter should think about holding events at a different site.
Basically, by implementing a simple step in the combat rules, the insurance companies will find it tougher to claim that its your fault, for having a rough hobby.. it's there, across the rules book, a safety measure aimed to prevent slip and fall, broken or twisted ankles.
Here is my take on this, Flurry is a make combat more level for everyone, so everyone can get a feel for it and be able to some what be able partispate. Those in general that argue against it are people that would lose and advantage from it. Flurry helps book keeping, especially for NPC, because speed of combat is reduced. Alliance is a LARP as such the intent isn't for perfect combat simulation, the skill level are going to be wide, trimming the advanage of the people with good combat skills from whatever sources is hardly going to do serious damage to their effectiveness or enjoyment in a rational sense. They can claim al they want that if affects their fun but that just them reading so much of their own belief into.