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	<title>Comments on: Shoot or Run?</title>
	<atom:link href="http://www.thedicebag.com/shoot-or-run/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.thedicebag.com/shoot-or-run/</link>
	<description>Taking the addiction one step at a time</description>
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		<title>By: mxyzplk</title>
		<link>http://www.thedicebag.com/shoot-or-run/comment-page-1/#comment-279</link>
		<dc:creator>mxyzplk</dc:creator>
		<pubDate>Mon, 24 Nov 2008 23:22:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.thedicebag.com/?p=260#comment-279</guid>
		<description>Feng Shui originated the mook concept in RPGs and much of its gameplay centers around the difference between hordes of mooks - the nameless hordes of bad guys you see in HK action movies and now increasingly in other genres - and &quot;named characters,&quot; the equivalent of &#039;bosses.&#039;.  Bosses had hit points like PCs did;  mooks you just had to hit hard enough.  A variety of official and unofficial mods to mooks gave you every kind of different mook behaviour you wanted.  

My favorites were mook &quot;wads&quot; - where a group of mooks would make one attack, but at a bonus equal to the number of mooks.  That way, even though individual mooks were not dangerous they could be en masse.  (Although zombies arguably are a case in which you should not do this). There were several zombie/vampire implementations in Feng Shui.

4e uses this concept somewhat with the &quot;minions have 1 hp&quot; rule, but this isn&#039;t the most elegant implementation.

&lt;abbr&gt;&lt;em&gt;&lt;abbr&gt;&lt;em&gt;mxyzplks last blog post..&lt;a href=&quot;http://mxyzplk.wordpress.com/2008/11/23/ten-games-you-have-to-play-before-you-die/&quot; rel=&quot;nofollow&quot;&gt;Ten Games You Have To Play Before You Die&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;&lt;/abbr&gt;&lt;/em&gt;</description>
		<content:encoded><![CDATA[<p>Feng Shui originated the mook concept in RPGs and much of its gameplay centers around the difference between hordes of mooks &#8211; the nameless hordes of bad guys you see in HK action movies and now increasingly in other genres &#8211; and &#8220;named characters,&#8221; the equivalent of &#8216;bosses.&#8217;.  Bosses had hit points like PCs did;  mooks you just had to hit hard enough.  A variety of official and unofficial mods to mooks gave you every kind of different mook behaviour you wanted.  </p>
<p>My favorites were mook &#8220;wads&#8221; &#8211; where a group of mooks would make one attack, but at a bonus equal to the number of mooks.  That way, even though individual mooks were not dangerous they could be en masse.  (Although zombies arguably are a case in which you should not do this). There were several zombie/vampire implementations in Feng Shui.</p>
<p>4e uses this concept somewhat with the &#8220;minions have 1 hp&#8221; rule, but this isn&#8217;t the most elegant implementation.</p>
<p><abbr><em><abbr><em>mxyzplks last blog post..<a href="http://mxyzplk.wordpress.com/2008/11/23/ten-games-you-have-to-play-before-you-die/">Ten Games You Have To Play Before You Die</a></em></abbr></em></abbr></p>
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		<title>By: PatrickWR</title>
		<link>http://www.thedicebag.com/shoot-or-run/comment-page-1/#comment-278</link>
		<dc:creator>PatrickWR</dc:creator>
		<pubDate>Mon, 24 Nov 2008 14:11:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.thedicebag.com/?p=260#comment-278</guid>
		<description>Savage Worlds has a sweet combat system that deals with hordes of &quot;extras&quot; while still leaving room for more powerful &quot;wild card&quot; enemies. It leans heavily on miniatures and a battlemat, but the system itself is streamlined and elegant, adding a minimum of bookkeeping to combat.

&lt;abbr&gt;&lt;em&gt;&lt;abbr&gt;&lt;em&gt;PatrickWRs last blog post..&lt;a href=&quot;http://rpgdiehard.blogspot.com/2008/11/cautionary-tales-from-sandbox.html&quot; rel=&quot;nofollow&quot;&gt;Cautionary Tales from the Sandbox&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;&lt;/abbr&gt;&lt;/em&gt;</description>
		<content:encoded><![CDATA[<p>Savage Worlds has a sweet combat system that deals with hordes of &#8220;extras&#8221; while still leaving room for more powerful &#8220;wild card&#8221; enemies. It leans heavily on miniatures and a battlemat, but the system itself is streamlined and elegant, adding a minimum of bookkeeping to combat.</p>
<p><abbr><em><abbr><em>PatrickWRs last blog post..<a href="http://rpgdiehard.blogspot.com/2008/11/cautionary-tales-from-sandbox.html">Cautionary Tales from the Sandbox</a></em></abbr></em></abbr></p>
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