In examining the needs of this game, a big burly Conan-meets-Gor style sword-and-sandal adventure, I’m taking a look at combat. You’re only ever going to be fighting one person at a time, and I want it to be more complicated than “attack Thog with sword / g / g / g / g” until Thog is dead, repeat. First, you should be able to BOAST before or after combat; you should be able to TAUNT, MOCK, SLANDER or INSULT an enemy before or during combat to enrage him; you should be able to DEFY an enemy, LAUGH AT him or SPIT ON him. After the combat is done you can choose to SUBDUE or SLAY your enemy, say SORRY, whatever. (Actual combat mechanics, like blocks and ripostes and feints, I don’t know yet.)
I’m therefore trying to think of structures that can be applied to a combat, and Eric Eve’s conversations came to mind. They have a current interlocutor; I could use a current combatant. They have an implicit greeting; I can use an implicit en garde. If you leave the room during a conversation, it has an implicit goodbye; I could have an implicit retreat.
Is there a better structure to handle combat? Scenes, perhaps?