I’m planning to run a combat heavy game of BW at first, then slowly weave in more story elements. This is intentional and I know what I’m getting into. I do not want advice on why I shouldn’t do this.
What I DO want is advice on how to run combats. Specifically when to use simple task resolution, bloody vs, fight! and maybe even this hack called melee! my friend found if you’re into that. But also any other broad advice on running combats that you’ve accrued would be helpful.
I don’t use Simple Martial Tests to kill or injure when I can avoid it. I like the robustness of the PTGS and Injury rules for harm and death, so I employ the systems attached to them when I can – Fight and Bloody Versus.
There’s also a continuum of mechanical feedback: Your “build” matters most in Fight, least in Simple Martial, and in-between in Bloody Versus. I’ll use Bloody Versus in place of Simple Martial when greater mechanical fidelity is called for – Does it matter that one side has heavy maille and one side is unarmored? Does it matter that one side has a spear and the other a dagger? Does it matter that one side is quicker on the draw? Bloody Versus factors those things; Fight factors even more.
I’ll use Bloody Versus over Simple Martial when threat of injury (and maybe death) are important to me.
I love Fight. I use it whenever I can. Fight’s “scoring” is based on dice penalties (injuries or locks) and Steel tests. Most of the time, a fighter’s nerve gives out before their body does. So, while you can use Fight to accomplosh less direct aims (dueling for money, impressing a patron, etc.) it’s not clean the way Simple Martial tests are (nobody gets hurt) or Bloody Versus (somebody COULD get hurt). Usually. Cunning and dedicated players can subdue their opponents bloodlessly, but it’s risky. That said, Fight rarely KILLS; combatants lose their dignity and/or their fingers more often than their lives (though the coup de grace may be soon to follow). Fight is great because it tests the character “build,” it tests the player’s scripting, and it tests their reserves of Artha.
The advice in the book about running complex Fights is solid: Pair off combatants into their own duels as best you can.
Some advice: Keep some differently colored dice handy, even if it’s just for different Stride advantages!