I’m playing Jess Levine’s excellent Going Rogue 2e and really enjoying my first time with a BoB game. The one thing that feels palpably absent is some sort of structure for action sequences. It’s OK hand-waving broader events, but sometimes my group wants to zoom in on, say, a climactic battle, and we tend to flounder in those scenes. So, I’m just wondering if anyone’s come up with or found a system for propelling action that they liked.
I’m not really looking to switch systems whole-cloth whenever we want to focus on a fight/shootout/chase/escape/etc. I’d rather come up with something that integrates nicely with the rest of the game. One idea would be a new pillar (“Blasters and Bullets”?) with moves like “Underestimate an opponent, gain a token,” “Back someone into a corner, give them a token,” “Cut off an escape route, give a token,” “Use a dirty trick to gain the upper hand, give a token,” “Provoke someone into attacking you, gain a token.”
I also have a vague idea for using clocks here to help with pacing. Maybe the players have a clock, and the enemies have a clock, and whoever fills their clock first “wins” the scene (whatever that means in context). A stronger enemy might start with a few clock segments filled in. Maybe these clocks exist in the background outside of action scenes, and certain moves can also trigger clock increments or decrements.
These are just ideas that I’ve brainstorming in the last couple hours, so it’s all untested and I don’t have a great grasp on the metaphors yet, but I think there miiiight be something here.