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tbone wrote: I'm only
Fri, 2007-01-05 05:31 — Juballa (not verified)I'm only wondering whether readers have any insights into what goes in in real-life lulls, breaks, and "circling", that could actually be translated well into game rules.
Fun story time: I volunteered to assist the local police department when they were undergoing simunitions training, by being an attacker. The specific drill involved my charging an officer while his weapon was holstered. I knew if he was able to draw his weapon, I would almost certainly be shot. So, I ran up and grabbed the butt of his weapon with my left hand, while attacking non-stop with my right. My hand on his weapon accomplished three goals - a) he couldn't draw the weapon, b) he couldn't disengage, and c) he risked losing his balance because I was aggressively pulling and pushing against the weapon. The controlling officer stopped the exercise after about 30 seconds, with no clear victor.
To pull this back to the topic, this was an exercise where lulls were not an option. I learned the following things - a) you can't get a cop's pistol from the front (the holsters are designed to prevent it - I actually damaged the holster enough to ruin it, but never got the weapon), b) nonstop fighting is _extremely_ tiring, much more so than "standard" sport-style sparring. We were probably, in GURPS terms, using All-Out Attacks at least half the time. A realistic simulation of combat, IMHO, should include fatigue drain every second (or attack), with additional drains for things like AOA. I know you mentioned this crunchy bit in your text - just adding my support.