I believe there was a thread on here about running the game in a theatre of the mind way, but I can't find it now, but after one of our group's more successful sessions, I wanted to chime back in with what made it work (and what didn't). This is all a trend to how I've been running my games more and more frequently and it really really works most of the time.
As you might know if you've seen many of my posts, I lean pretty anti-prep after learning my lesson more than once in this game and others. Prep can be a trap that leads to bad feelings and bad games. But I mean this in a very specific way. I actually do quite a lot of prep -- I've written an entire supplement book for T2K now, after all! But I don't prep plots or events. I prep background activity, NPCs, and settings that I can slot in where they're needed. I ask the world questions and let it surprise me with its answers. To do this, you need to know your setting very well. It needs to be clicking along in the back of your head almost fluently.
The same can be said for combat. The combat system is very good. But it's also still a gridded tactical combat system. There's no getting away from it taking some time to resolve. And the huge speedbump you hit when you transition from roleplaying mode to It's Time To Do Some Violence, Lads can definitely suck the air out of a scene. So I've been working at using pseudo-combat and theatre of the mind to smooth over that bump and resolve scenes without needing to haul out the battle map, draw initiative (another huge pet peeve of mine), and whip out the action lists.
How do I do this? First of all, you've got to know the combat system very well, so that you can then apply it abstractly. After running a few fights I had pretty much memorized all the basic modifiers that tend to come up. You'll be using all of those, just with common sense instead of a battlemap. The fact that you're still applying the rules, through a filter of common sense, is what makes it all work.
Do you miss your map, though? You can absolutely still use it! And I do... but sometimes it's a topo map, or a Google aerial, without hexes. If I can scale that, though, I still no the distances between things. From the rules you know how far a character can sprint in an action, and a round, and how much further they can go if they make a Mobility roll. This came up in the most recent session: the PCs are disengaging across an open field, 200+ meters from a very angry man with a grenade launcher. This is the culmination of the session -- the biggest and baddest stuff has already happened. Do I want to spend a lot of time going action-by-action for every character as they cross 200m of mostly open field? No, I do not. That would 100% kill the energy of the session. One mobility roll for each character does the trick to tell me roughly how fast they're getting across this field, which tells me how many times the grenadier can fire, reload, fire again. You fast guys are going to be exposed to two shots. You guys that didn't make the rolls are facing a third right as you get to cover. He gets a success on this shot, roll blast damage and you're knocked down, which means CUF and a moment to get back up. One guy didn't make it? Another grenade incoming!
Gotta tell you, this worked great. It was tense as hell and took all of three minutes to resolve. Did I forget exaaaactly how explosive blast damage works on the fly, because I wasn't expecting to use it? Yeah, I did. But I understand the rules well enough that instead of stopping the game to look it up I just made a call and kept it moving. Later I looked it up and found I was only a little off, not enough that derailing the drama would have been worth it.
Earlier in the same session, the same thing worked amazingly for a stealth assassination. The PCs are all hiding in a building, but a patrol has realized something isn't quite right and is investigating. The pointman decides they're about to be made and says "I cross the couple of feet to him silently, put the barrel to his neck, and fire." I actually had a hex map of this building. I could have rolled initiative and gone to it. But that would have sucked all of the tension out of the scene. Instead I ruled "this isn't even going to be a combat roll, if you manage to sneak up on him. He'll just be dead. But you're trying to sneak up entirely on someone -- they're going to hear you. Roll opposed Recon to see if you can do quietly and quickly enough to pull it off." They won by one success, which I had ruled wasn't enough to do a perfect execution, so now they had to roll damage. Missing a crit, I decided "He realizes someone is there in your last stride and starts to turn just as the shot goes off. A spray of blood comes off of him but the bullet misses his spine." I still called it an automatic CUF failure for him. But with the pure stealth approach blown the rest of the group opens up on the other guy. The scene is resolved in a single gruesome minute.
Then what happens? The other guards are alerted. They know something is up. They're getting mobilized to hunt the PCs down. But that doesn't happen instantly. Know what sucks? Running a bunch of combat turns where the only thing that's happening is people moving that you can't see, or are out of range, or [the GM is scrambing to find NPC tokens to put in play]. It's the opposite of dramatic and exciting. So I made a call to leave it to the dice. "Magic D6, how many minutes do they have before the guards figure out exactly where the shots came from?" Lucky guys, I rolled a 6. "How many guards are going to be in the first group that finds them?" Unlucky guys, I roll a 5. The players, of course, don't know these results. Every minute, I ask them what they're doing -- and they finish up their task about 4 minutes in and bug the hell out (leading to the grenade launcher scene above).
Anyway, just want to stress how great this was for running a sort of impromptu combat that didn't shatter the flow of the scene. Great for stealth missions, or those times when you're meeting up with the bad guy and it goes sideways and turns into a sudden shootout. The main fight is over but you've got to clear one or two more guys as you push forward to check the bodies. Etc. You can do it with abstract maps, or real-world maps, or nothing at all. And then of course there are the other times, when the gang is assaulting the Carefully Prepared Compound and you know exactly where and when. That's the time I still break out the battle maps and go.
But ultimately these are tools I've been nudging into the game to make it work as well as possible with our group. Have similar techniques worked for you? Or have you tried it and it just didn't work at all?