Like most people, I'm utterly entranced by the fencing scene between Westley and Inigo in The Princess Bride, but trying to replicate their style in a tabletop RPG has never really worked out.
I've digested many combat / martial arts / fighting style guides for nWoD (and cWoD), but most are focused on maneuvers rather than fighting style. It's a subtle distinction, sure, but I'd like to find/make something closer to the latter.
How can I house rule this kind of cinematic fencing into the game? Is there a RAW answer I have missed? Or at least an answer that is easy to understand and implement?
Best Answer
The Tools are There
The Princess Bride scene is so good because it includes good banter, stylish moves, and good storytelling. You can capture those with the RAW system.
The attack/defense rolls in WoD, especially nWoD, are very abstract. A basic attack with Weaponry could involve any number of weapons, wielded with a wide range of styles and flourish. A defense roll might represent parrying, dodging, blocking, or something more exotic.
To run a scene like that in WoD, you will need to narrate character actions in a compelling way, and leave room for in-character banter.
Example, using a single PC dueling an NPC (excuse the hammy dialog, short notice):
Helping Your Players
To make it really play well, get your players in on the action. Encourage then to ham up to the style.
If one falters or is shy getting started, you can help them out by elaborating on their character's actions (without changing them). I've found doing this keeps players, especially the less-talkative ones, more engaged in combat scenes.
Example, from an actual Vampire game I GM'd (more gruesome style than above, same idea)
This rewards the player for their successful blow, and provides an example of the kind of descriptions they can add to combat actions. A simple "I attack" has become a mini-story.
Social Dimensions
Because banter, bluffs and faints are important to this style ("I'm not really left-handed!"), you can incorporate WoD's social challenges into a combat.
For example, you can allow a character to add some kind of mind game to their normal action for the round. They attack with Manipulation, opposed with Composure. If successful, apply a penalty to the defender's next combat defense, or the attacker's next attack (whichever is narratively appropriate).
This is partly a house rule, but works largely within the framework and spirit of RAW.
I've found that adding in rolls like this doesn't prolong or unbalance combat. It just shifts part of the scene from Physical to Social contests.