A matter of somatics.
Recently, I was talking to a player in my Shawdowrun hack for DW. He has played DW with me previously. The perception that he had was that the bad guys are very competent. His argument went like this: When ever I miss or don’t make a complete success the bad guys automatically hit. They seem to have automatic competence in the situation. They automatically hit. Now this is only after one session, that I leaned a little too hard on doing damage to them. I understand his point and tried to explain that they were missing all the time. That the situation was that when you hit, they miss. It is a bit of an interesting situation. I haven’t quite got it across to him yet that each roll or each “Move” is not a single action but sort of like a sequence in a movie, including many different exchanges and an overall slice of the action. Sigh, I need to spend more time describing things and bringing about more creative solutions.
On that note, I have been having some problems coming up with NPCs or translating NPC concepts over to the system. It seems simple but what happens when you get an NPC that is faster than the PC, has hyped up reflexes and a better gun. Or has abilities that are not simple? The Move system makes some base assumptions and does make it hard to make an NPC that is on par with a PC, sort of like taking an equivalent fighter and putting him up against another fighter. Or a fighter with superior gear or a better fighting style?
Just having a bit of difficulty with this and with making things happen outside of the normal sequence of things.