So richtig fällt mir auch nix ein. Vieelicht duellieren sich Liquid-spieler nicht so sehr - schade auch. Aber was nicht ist kann ja noch werden.
Die wenigsten werden das Cut-Fu-Supplement haben. Deshalb poste ich die Duell-Regeln (englisch!) mal hier rein. Dann können sich andere auch ein Bild machen und haben dann vielleicht Ideen dazu...
aus Cut-Fu von Dan Bayn:
Duels
Sword duels between masters of equal skill (like a PC and a Nemesis) have a style
all their own. Understanding that style, and how to reflect it in Wushu, is essential for
running truly classy, climatic sword fights.
Pacing -
Whereas the spotlight is held on one character at a time during most Wushu
rounds, a sword duel requires much faster back-and-forth between combatants. Each
side (usually a player and the GM) should limit themselves to 1-3 Embellishments at
a time. That’s enough to describe most feints, ripostes, and other maneuvers. You
may need to increase the maximum dice pool to avoid stopping too often to roll.
The Duel Is In the Mind -
it is said that two samurai masters can fight an entire duel
without ever drawing their swords. If you’re familiar with the principle of the psych-out,
you’re half way there. You can spend the entire first round of a duel just circling your
opponent, measuring their skill, and/or intimidating them into submission. For a more
artistic approach, you could fight a “shadow” round that takes place in the characters’
minds. (See “Hero” for the quintessential example.)
Advantage, Not Injury -
A good duel can go on for quite some time without either side
scoring a solid hit, but that’s not to say no one’s winning in the meantime. In a duel,
the first few hits on each character should be considered losses of tactical advantage,
not necessarily wounds. The attacker has moved into a better position, pushed their
opponent into a worse position, put them in a lock, disarmed them, whatever. The
victim then spends Chi to stay in the fight, not to avoid the lock or keep their weapon.
Witty Repartee -
Most duels are not just about physical confrontation. At their core is
some deeper conflict between the characters themselves, perhaps a philosophical
difference or some personal rivalry. The resolution of the duel should reflect the
resolution of this conflict, and the way you do that is through dialogue and snappy
one-liners (which get you bonus dice, naturally). Usually, the dialogue goes
something like this: 1) Villain taunts hero into making the first attack, then counters. 2)
Hero defends himself, then refutes the villain’s position. 3) Villain tells Hero why they
are wrong, and either gains the upper hand or makes a fatal mistake. 4) Hero sums
up their belief in a snappy sound bite, then delivers the coup de grace!
The Coup de Grace -
This is the “stroke of mercy” that ends a victim’s suffering. Duels
are often decided by a single stroke of the sword, so you should save your ultra-sweet
finishing move for when you know the fight is won. In other words, a Wushu duel is
fought for the right to narrate a coup de grace. There’s no need to roll the dice. Your
opponent has already been defeated.
What this means in game terms is that the loser has over-spent their Chi. If both
duelists go negative in the same round, the loser is the one who went below zero the
most. If they’re tied, fight one more round to break the tie. (This could be one of those
dramatic finishes where the hero, seemingly defeated, turns the tables on his
adversary at the last possible moment!)
Unless you’re at the end of a one-shot game, or maybe if you’re running a true-to-form
samurai game, you should let the winner of the duel walk away regardless of how far
negative their Chi went. Just reset them to zero, so the speak. They’re still up and
walking around (barely!), but the next hit will knock ‘em out cold.
Finally, note that these guidelines are not necessarily exclusive to sword duels. They
could also be used for sniper duels, wild west showdowns, those classic kung-fu
tournament fights, or a down and dirty battle to the death between drunken soccer
hooligans. Any dramatic, mono-a-mono confrontation is fair game.
(Nemesis, Plural Nemeses oder Nemeseis, sind sehr heftige Endgegner. Meist deutlich stärker als die SC; Chi entspricht einer Art von Trefferpunkten)