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Thread: Guns. More Guns. (Short Poll)
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2011-02-24, 02:35 PM (ISO 8601)
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- Jan 2008
Guns. More Guns. (Short Poll)
OK, maybe not so short, but still.
Let's assume you are playing an RPG with guns in it. Say it's a modern game, without massive changes in firearm technology. Which one would you rather the RPG have: detailed firearms with calibers, clip sizes, penetration of armor versus tissue damage, etc. where picking, say, one assault rifle against another actually makes a difference in some situations, where carbines, bullpup designs and such are actually different from the rest; or bare bones weapons that are only different because some are higher quality and thus better but more expensive than others? Would your opinion change if the technology was dialed back or forward?
Also, what basic firearm types do you think should be included in modern games? Industrial age games? Renaissance games? Cyberpunk games? Space games? Would your opinion on the futuristic ones change if we scaled the game on the slide of soft versus hard sci-fi?I use black for sarcasm.
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2011-02-24, 04:39 PM (ISO 8601)
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- Jun 2005
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- Duvall, WA
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Re: Guns. More Guns. (Short Poll)
Depends on the combat mechanics of the game itself. Simply having huge lists of weapons do you no good if the mechanics themselves don't differentate between them.
Do you really want to deal with a system that has significant differences between a barrel 5" long to one that is 6" long? There is a minor difference in RL, is it worth the detail in game though?Fhaolan by me! Raga avatar by Mephibosheth!
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2011-02-24, 04:43 PM (ISO 8601)
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- Jan 2008
Re: Guns. More Guns. (Short Poll)
I use black for sarcasm.
Call me Rose, or The Rose Dragon. Rose Dragon is someone else entirely.
If you need me for something, please PM me about it. I am having difficulty keeping track of all my obligations.
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2011-02-24, 04:53 PM (ISO 8601)
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- Jun 2006
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- Poland
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Re: Guns. More Guns. (Short Poll)
If I play game that pretends to be simulation, or whatever, some variety would be good.
In playing D&D like stuff it would probably only suck, because of system inability to reflect it anyhow in the first place.
As for my preference, I wouldn't really like massively complicated stuff, neither I really like 3.5 "sword is sword, masterwork or not, let's get back to enhancements" approach.
So, middle ground? Leaning towards detailed stuff though.Avatar by KwarkpuddingThe subtle tongue, the sophist guile, they fail when the broadswords sing;
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2011-02-24, 05:04 PM (ISO 8601)
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- Oct 2007
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- Chicago, IL
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Re: Guns. More Guns. (Short Poll)
Can't say for a Generic RPG.
For a game like D&D - absolutely not. I'm going to go on adventures, not spend my time choosing between weapon types.
For a game like Shadowrun - of course! And you'd better tell me what kind of over- and under-barrel accessories I can put on that gun and what kind of ammunition I can put in it
My current tastes run more towards the "rules light" approach, for what it's worth.Lead Designer for Oracle Hunter GamesToday a Blog, Tomorrow a Business!
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Elflad
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2011-02-24, 05:06 PM (ISO 8601)
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- Jan 2011
Re: Guns. More Guns. (Short Poll)
Personally, I would treat this issue in an RPG the same way as in a FPS: I really don't want that much detail in my selection of guns. If I'm going to use an assault rifle, I'd like to be given the choice between "the really powerful and inaccurate one" and "the less powerful but more accurate one".
Just make sure that there's a lot of variety between different types of weapons. If I'm in a futuristic setting, let me choose between having a super-long-range railgun sniper rifle that takes a long time to warm up and burns through battery cells like there's no tomorrow, or pistols that effectively never run out of ammo because they recharge in any strong light source, or a gun that shoots lightning and shurikens.
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2011-02-24, 05:11 PM (ISO 8601)
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- Jan 2008
Re: Guns. More Guns. (Short Poll)
I use black for sarcasm.
Call me Rose, or The Rose Dragon. Rose Dragon is someone else entirely.
If you need me for something, please PM me about it. I am having difficulty keeping track of all my obligations.
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2011-02-24, 05:14 PM (ISO 8601)
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- Sep 2010
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- In the Playground
Re: Guns. More Guns. (Short Poll)
Depends in how it's handled, and what system. In a D&D style game, no way. In something like Shadowrun, heck yes. I spent more time designing my character's gun than I did designing the character in Shadowrun.
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2011-02-24, 05:26 PM (ISO 8601)
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- Jul 2009
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- Ohio, USA
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Re: Guns. More Guns. (Short Poll)
May I direct you to Weapons Locker, for d20 Modern? An entire book full of different weapons and models from around the world and through time... that are all nearly identical because of the system's inability to reflect minor variations. Range and magazine sizes are the only things that ever really fluctuate.
It is extremely useful for fluff, however.
Unless you're playing in a system that is highly detailed and capable of nuance, then no, it's far more trouble than it's worth. Also, it really only caters to gun-nuts. People who have no real interest in learning all about firearms and who just want to play a game are better off with genericized guns.
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2011-02-24, 06:22 PM (ISO 8601)
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- Jun 2005
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- Duvall, WA
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Re: Guns. More Guns. (Short Poll)
It depends a lot on my mood, and the character I'm running. Sometimes I prefer the playstyle where the character just gets a revolver to shoot things with. Sometimes I can get hung up on the intricate details of the gun.
I've played Paladium, GURPS, Hero System. Heck, I started statting up 3.0 weapons according to approximate physical properties once. I'm no stranger to absurdly detailed weapon systems.
However, there will always be those days that I just want 'all handguns are like -this-' games.Fhaolan by me! Raga avatar by Mephibosheth!
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2011-02-24, 07:22 PM (ISO 8601)
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- May 2007
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- Department of Smiting
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Re: Guns. More Guns. (Short Poll)
Depends on the game. For most games I prefer a more abstract approach, but I absolutely love Twilight 2013, which is very simulationist.
Also, what basic firearm types do you think should be included in modern games?
Industrial age games?
20th-century: the same, plus bolt-action rifles, a Tommy gun ripoff, and BARs.
Renaissance games?
Cyberpunk games?
Space games?
Would your opinion on the futuristic ones change if we scaled the game on the slide of soft versus hard sci-fi?
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2011-02-25, 05:55 AM (ISO 8601)
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- Aug 2007
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- huddersfield
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Re: Guns. More Guns. (Short Poll)
Depends on how much the stats effect the game.
In project:Nemesis, one 9mm pistol is pretty damn similar to most other 9mm pistols, and that's fine as ORE is a fast and simple system.
In Spycraft2.0 there are half a page of 9mm pistols, and that's fine as there are real differences between then and there are a whole host of upgrades and changes that can be made for them. This fits the system which is extra-detailed, but those details matter.Always kill your enemies, otherwise they will come back to haunt you - anon
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2011-02-25, 06:23 AM (ISO 8601)
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- Aug 2009
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- Maryland
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Re: Guns. More Guns. (Short Poll)
I am actually making such a system, due to the lack of good modern systems being published today. Nothing against D20 modern(play it, love it), but it's outta print.
I chose a reasonably detailed model. I'm not going to model every aspect, but guns do use RL calibers, physical weight, and magazine sizes. Damage is determined by caliber. Realistically speaking, this still means a lot of modern weapons are practically pretty close or identical to each other, but it's a reasonable degree of representation that doesn't slow the game down excessively.
Skills are based off broad categories, similar to weapon groups in D&D. Again, not a perfect model, but decent enough.Last edited by Tyndmyr; 2011-02-25 at 06:24 AM.
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2011-02-25, 06:48 AM (ISO 8601)
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- Jan 2008
Re: Guns. More Guns. (Short Poll)
I'm not sure why I failed to express myself, so maybe I will rephrase myself.
If I decide to detail guns, the details will matter. If not, they won't. I'm just asking whether you would prefer details that matter, or simplified guns which all shoot things the same way. My intent is not inserting guns into an extant system, it's creating a system with guns in it.I use black for sarcasm.
Call me Rose, or The Rose Dragon. Rose Dragon is someone else entirely.
If you need me for something, please PM me about it. I am having difficulty keeping track of all my obligations.
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2011-02-25, 06:49 AM (ISO 8601)
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- Aug 2009
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- Maryland
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Re: Guns. More Guns. (Short Poll)
I somewhat prefer details mattering. It's more important that it fits your system, though. Consistent level of detail is big for making a system easy to grasp and fairly usable.
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2011-02-25, 09:28 AM (ISO 8601)
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- Nov 2010
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- Toledo, Ohio
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Re: Guns. More Guns. (Short Poll)
I prefer a system that differentiates significantly between weapons. Noticeably, this can be done even in rules-light games. In D20 modern, for example, varying barrel lengths can be (theoretically are already, but the Weapons Locker has so many errors it's not really implemented) by slightly longer range increments, and there's a damage by caliber chart that makes things work decently.
Make the system too generic, and your choices dry up. If the weapons are statted out in detail, then you can decide "I want to be able to fire more shots without reloading, and I can accept a little less damage" and take a 9mm Beretta. Or you can say "I want to be sure that I only need one or two hits, and if I have to reload more often, that's ok." Then you might take a .45. If your system is too generic, then you don't have that option. (I also like the situation where you and your enemies are using different kinds of guns, so you can't use their ammo in your heavily customized weapons, forcing you to use inferor captured ones if your stocks are depleted.)
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2011-02-25, 09:29 AM (ISO 8601)
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- Oct 2009
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- The Fortress of Solitude
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Re: Guns. More Guns. (Short Poll)
It depends entirely on the tone of the game, and what you want to be important. Lets say you want the game to focus heavily on preparation, on planning over the execution. If you want them to work out what they do to the absolute best of their ability, then yes, show them the guns, let them look at which one is best suited to the situation at hand, and specifically for what they are about to do.
Now, if you want the game to be less about the planning and more about the action, don't bother. All those little details can distract the players, and leave them frozen by choice, and bog down the game unnecessarily. Give them some guns, then watch the fireworks, and just have fun with it.
My opinion on these really wouldn't change based on the Era, its not the time period that matters, but rather what kind of game you want to be running.
I know embarrassingly little about Industrial and Renaissane games. Flintlock I guess? Muskets and the old hand cannons? Best guess I can give you.
Cyberpunk and space depends on what kind of future you're running, throwing around lasers and plasma is fine, as is going for a more gritty feel with just more advanced versions of projectiles.Thought of the Week: "Bright is the nova confined in the dark."
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2011-02-25, 09:35 AM (ISO 8601)
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- Apr 2009
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- Germany
Re: Guns. More Guns. (Short Poll)
There are just not that many variables when it comes to weapons in d20, that there's any good reason to have individual stats for every firearm. Small pistol, big pistol, SMG, medium calibre rifle, high caliber rifle, medium and heavy MG, and you have all you'll ever need.
If you want to have interesting extras, make them special features that can be added to the basic weapons. Like extra range, larger mags, and so on.We are not standing on the shoulders of giants, but on very tall tower of other dwarves.
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2011-02-25, 10:50 AM (ISO 8601)
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- Oct 2007
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- Seattle, WA, USA
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Re: Guns. More Guns. (Short Poll)
If the focus of the game is gear/tech and planning and combat, I don't think you can offer me enough details. I will happily flip through seven sourcebooks simultaneously, putting together a custom weapon that requires a scientific calculator to get right.
If I were playing in Oracle Hunter's rules-light games, my answer would be substantially different. Doesn't sound like that's where you're going, though.Last edited by Occasional Sage; 2011-02-25 at 10:51 AM.
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2011-02-25, 11:23 AM (ISO 8601)
- Join Date
- Dec 2009
Re: Guns. More Guns. (Short Poll)
I would love to play a game where different modern weapons actually had different varied complex stats. However, there are very few people who know enough to stat them out. IRL the only person I can think of that would know enough (and I know several gun nuts) is my cousin who was a weapon specialist in the military (meaning he trained others in the use of all sort of weapons).
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2011-02-25, 11:25 AM (ISO 8601)
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- Dec 2010
Re: Guns. More Guns. (Short Poll)
As others have said, it depends entirely on the type of game. For a D&D-esque game, with lots of hitpoints and not a whole lot of focus on equipment, I would say no.
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2011-02-25, 11:32 AM (ISO 8601)
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- Feb 2007
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Re: Guns. More Guns. (Short Poll)
Disclaimer : I know jack all about actual guns. Keep this in mind, 'cause I have no realistic frame of reference.
To me, your level of complexity within firearm rules should more or less match the rest of what your game has. Setting up your weapon in GURPS or Hero system, I would expect a lot more crunch to be there than in, say, D&D - where I'd expect to have to choose based strictly on range, damage, and clip size - and if you ask me for anything more than taking the "Big Gun" aspect in Spirit of the Century I'm likely to be annoyed.
Right now, my tastes run toward rules light systems, things I can pick up and run quickly - and D&D. Mostly D&D really, because I've reached a level of system mastery where I can quote most basic rules as they come up, and if I can't think of something, can provide a reasonably fair ruling. So if someone has to spend more time picking their gun than it would take me to throw together a basic low level NPC - a couple minutes, roughly - then it's too crunchy for me. Anything more than "Range, damage, clip" is probably going to be more trouble than it's worth.Pokemon friend code : 3067-5701-8746
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