>>5680791>>5680800>>5680833Also I tend to find specific violent actions in text games are more effective if it is very SUDDEN and SHORT ie it happens and then just abruptly ends (don't do the dnd minor chip damage thing of shaving tiny slivers of hp at a time from a massive health pool, the enemy either endures catastrophic dismemberment / mortal damage or survives etc. Most of the time enemies just outright die, but they might linger on and deliver one last revenge blow at you). If you played WFRP imagine every attack roll as a Deathblow, or uses the maiming rules hehe. For boss creatures, you still keep the deathblow but give them health in stages. So maybe the first blow splinters a shield or merely knocks the rider off a dragon (now the dragon is angry... etc)
I like to incorporate a lot of technical terms, think of stances, manoeuvers, combos etc. You can take these from videogames fighting game movelists or wikipedia or real life. I think the minor actions are always interesting eg instead of just shooting a person, maybe you do the Tom Cruise / Michael Mann Mozambique Drill from Collateral hehe.
Something I also like to do in games is when the violence / hostility begins it just stacks more and more and will not stop until it actually inevitably kills the players lol. There is no cooldown like you slaughtered someone oh look it is safe to rest and heal now. The violence is just overwhelming and relentless once KILL MODE begins. Usually I combine this with some faction system if you kill someone they will just send more and more at you hehe. At some point ideally players should just run away (they decide when). This is just my experience and preference from playing many shooter videogames, you cannot invincibly fight everyone the entire world lol forever (think PUBG, Escape from Tarkov / Arena Breakout etc) it is best to ambush suddenly, kill someone then run away very quickly before everyone else is alerted. I usually translate this pacing into fights for my imaginary settings.