Tom,
The basic design philosophy behind WH is that it's not to be tactical ala' D&D but but more cinematic in style. Whenever I run WH, I see the interaction between players as a movie in my mind. If Player A wishes to disengage from combat, I visualize what the opponent would do, what's in the immediate vicinity, etc. For example, if it's logical for Player A to cross swords, push off his opponent and run away while his foe is off balance, then I allow it. If the opponent is solely focused on Player A and has a vested interest in seeing him dead, even at the risk of his own hide,then the Player would have a harder time of getting away.
GMing a WH game is as much an art as a science ,perhaps more so depending on your play style.
_________________ Best,
Henry Lopez President PCI
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