28: CLOSE
RPGs tend towards close combat, again in part from starting with medieval wargames, but more generally it makes for easier dramatic action if both opponents can hit each other. Sniping from a distance may be more sensible as weapons advance, but it’s a lot less interesting - being shot without warning from half a mile away is about as anticlimactic as the proverbial falling rock.
A face to face fight allows for dialogue, for one thing. As well as dodging and blocking and other ways to save the character from being one-shotted.
A setting can come up with reasons for this, or just run on the Rule of Cool.
Star Wars has lasers that can blow up planets from beyond orbit, but many of its most exciting fights are lightsaber duels, its gunfights are usually at Western-style close range as well, and its starfighter battles are close enough that both sides are usually in the same medium shot.
Laser weapons with a range of three feet. Because it’s awesome. |
Does the Quickening from Highlander disperse if you don’t land the killing blow yourself, or you’re standing too far away? Uhh... maybe? The TV show probably addressed this. But kneecapping your opponent before beheading them is just generally considered rude.
See also Warhammer 40,000 where millennia of warfare and weapons development across a vast galaxy still usually comes to skirmish range.
I have no idea if this meme uses official art. I would not be surprised. |
And emotionally close, for which I have a Buffy thread.
Bat responds:
ReplyDeleteSo true, even with cyberpunk or supers genre games, close quarters tends to be where things happen. Why use heat vision, when I can punch my opponent?!
Always great to see a reference to 40k's melee obsession ;)