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Mneme CE Combat Rules/Running Combat

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Chapter 4: Running Combat

Narrative Combat Summary

The Mneme system emphasizes narrative flow over tactical minutiae:

  1. Describe the Clear and Present Danger - Emphasize what the PCs can immediately perceive
  2. Allow players to ask for details and clarifications
  3. Ask for player actions - clarify stakes, difficulty, and consequences
  4. Resolve action and show how outcomes change the situation
  5. Repeat for each player

3 Key Factors

The three factors used to predict and resolve outcomes:

PC Conditions

Conditions making things difficult for PCs (modify Difficulty)

Adversary Conditions

Conditions making things difficult for Adversaries (modify Fail Effect)

PC Dice Modifier

The PC's Competence + Equipment + Actions

Key Performance Indicators

Dice Face to Succeed
PC Conditions minus PC Dice Modifier plus 8
Anything greater than 12 is an automatic fail
Dice Face resulting in Injury
Dice Face to Succeed minus Adversary Conditions minus 1

Combat Cycle

The combat cycle follows the Deming Cycle (Plan-Do-Check-Act):

Phase One: Lay out the Conditions

Describe conditions and update them. Players ask for current status.

Phase Two: Determine Actions

With conditions known, players declare their actions.

Phase Three: Roll

Resolve actions with determined Conditions and declared Actions.

Phase Four: Outcomes

Actions have outcomes that change conditions. Let players recount conditions to check understanding.

Narrative Combat Techniques

Describing Threats

Start Close
Begin with what is immediate to PCs, expand outward
Characters with low initiative may be unaware of immediate threats
Occam's Razor
While dozens of factors can influence events, boil down to only a few key factors
Fog of War
It's okay to get it wrong - brains irrationally jump at shadows
Mis-assessment is part of combat reality
Passes
Break down description - don't elaborate beyond eye contact or non-verbal cues from players
Focus on "What will hurt/kill/maim me?"
Telegraph
Telegraph adversary motions if the PC should know better
Remember: one roll per turn

Managing Information

Think CONDITIONS → ACTIONS
Use the checklist: Awareness, Terrain/Surroundings, Range, Concealment/Visibility, Cover, Sizes, Movement
Player Reiteration
Players sorting each other out and reiterating the situation is efficient
Listen to their assessment - this is proactive help
Taking Notes
If overwhelmed, take notes and refer back
Players reiterating for their understanding is highly efficient

Terms

Adversary
Any target or opposing force, group, or factor
Obstacles
Barriers between the PC's and their objectives
Resources
Manpower, soldiers, support personnel, materials, equipment, supplies, and logistics
Forces
Resources deployed or in active use (vs. Resources in reserve)