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What I'm suggesting I guess is that getting into too much detail is, in practice, sort of pointless here. Among melee weapons there's at least some tradeoffs that can make people do some variation (at least once you're dealing with the whole impale/slash/bash business) but its not a coincidence that you pretty much have three sizes of sword in most versions of the game and that's it, because if you go much past that you have exactly the same problem; one or more never gets used except by the purists. With the limited number of traits that will be visible to a revolver in BRP, I'd have to assume _most_ of them would never get used.[/quote] Actually just a few traits can make all the difference. For example the Bond BRP RPG uses 11 numbers to rate most guns, and it covers the various weapons rather well. [/quote] Sure. I was talking about the default way weapons are handled in BRP, where they tend to have damage, range and encumberance, and perhaps a set of attribute minimums. Quote:
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[/quote] Most versions of BRP actually use at least 6 variations of the 'sword". Knife/Fighting Knife (Dagger)/Shortsword/Broadsword/Bastard Sword/Greatsword. [/quote] I can also count the number of times I've seen some of those used outside of Strength mimimum issues on one hand, too. Greatswords have the issue of the lack of shield, so they tend to be a specialists weapon, and people will occasionally get stuck using a regular knife because of the fact they have one for utility purposes and it just comes up, but in practice, which of the other four got used most of the time was almost entirely an issue of attribute minimums. Quote:
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I'm also more into running animals and foes a bit more realstically. That is, I don't run them as kamakzi squads. So after a player shoots a coyote or two the rest should probably scatter. But I'd also say that running a western game, the weapons would be just as important. Quite a few stories about someone having a seven shooter. Plus around the 1850s the differences between differnt designs were much more radical than is the case today. For instance, today most military pistols are 9mm self loads, with some .45 self loads. In general the round fired determines most of the characteristics of the weapon that fires it. So, since most military pistols are chambered for similar ammo, and with the same expectations, so most details are similar. Go back to the Old West and such was not the case. Most of the major innovations in the field were under patent. Military Pistols ranged from single shot muzzle loaders, to cap & ball revolvers, to pinfire revolvers, to paper catriges revolvers, to metallic cartridge revolvers. Plus a few more, all availaibe at the same time. Parts were not interchangable, either. Many revolvers were sold with a spare cylinder so the weapon could be "reloaded" by changing the cylinder in a battle. Relaoding most weapons was a slow, time consuming process. Now run one of those "band of injuns attack the settlers" type western stories and see how the characterstics of the firearms would make a big difference. Prior to the 1870s or so the settlers are going to have a hard time keeping enough weapons loaded to fend off those "injuns". If it is 1875 or so, and the settlers have Winchester rifles, and a colt "peacemaker" or better yet a Smith & Wesson American reloading will be a breeze and the fight more one sided. In fact, if you look at the expansion into the west, you will see that it was technology that tamed the Old West. Between the railroads, telegraph, and firearms, order was established. Custer probably wound have won at Little Bighorn if he had waited for his gatling guns.
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Nightshade,
Well, the point with firaems is that they do come with tradeoffs. It is just those tradeoffs haven't been addressed in BRP much. Mostly becuase, as we've mentioned before, firearms have always been something of an afterthought to the games that have them. Superworld is a suerpheor RPG, Furture Wolrd was a high tech setting, and CoC isn't about gunfights as it is about unspeakable horror. But other stats would help, and would be useful in a setting where firearms are a major factor in the combat. I could image CON and DRAW being very important stats for an espionage setting. I'll agree that a lot of RPGs just have people grabbing the biggest damage dooers and marching on. D20 is a prime example. But in most cases that is because those RPGs focus on lots of fighting and tend to deemphasize everything other than damage. For instance in D&D, where characters can have 50-100 hit points, getting in the first shot with a pistol that does 2d6 isn't that important. Liekse, given the nature of most D20 games, being cvaught with a conceal weapon doesn't come up much. But in a less combat oriented campaign, it would be important. A pocket pistol that is fairly useless in a battle can be a lifesaver around the card table. Especially if the other people don't know that you've got it. As for blades. Most of the players I've seen tended to go with the broadsword. Those who didn't mind loosing a shield went with the greatsword. The STR min was rarely an issue. Especially since RQ yets you get around the minimums with a penalty. So most players would take a slight penalty to use the broadsword. The shortsword was popular with two weapon users, and the bastard sword was probably my personal favorite, although it didn't catch on with most other players. The scimitar and rapier did get used in my groups. The kurkri never did, as it was a bit to culture specific. Realsitically if the saber and such got a bonus from horseback, like they should, they'd have gotten more use with mounted characters. Probably the best way to try and please everybody is to do up the stats, and then take some default weapons to be the standard pistol, rifle etc. That way those who want it have the details, and those who don't have generic weapons. For instance, in a late western era, where the "Peacemaker" was the most popular pistol it makes sense to have it as the default pistol stats. Ditto for the Winchester rifle. Add in a pocket pistol/derringer, big game rifle, and a shotgun and you got enough for generic weapons. For those who want the extra details, like a "frontier" instead of a "Peacemaker" to match the ammo of the Winchester, or those who want a Schofield for faster reloading time, it can still be there.
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So the solution (also for the sake of a good roleplaying game) for this dilemma is to play a mix of pulp and simulation - as you seem to suggest in your post. For me the answer is clear. 80% simulation, 20% pulp. For others it may be the reverse. Quote:
If Custer has been a pulp hero he would surely have won Little Bighorn - just with his bare fists. |
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Runequestement votre, Kloster |
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Pretty much. Ideally the GM can "dial up" whatever level of realism or pulpiness, or TV or film to suit his desires. That's why I did up most of the Western stuff as options. For instance, historically the Quick Draw was pretty much a non issue. Hip shooters and fan-firers actually do tend to shot first, but don't hit anything. It's the ability to act calmly and take the time for a good shot, while in a fight, that spelled the difference between joe average and a successful gunfighter. But the genre stresses the quick draw. So it's in there. Likewise gun-spinning has no real place in a fight. It looks fancy, but will get you killed. The rifle reload thing might have some use, as would a border shift, but mostly it is just a good way to shoot yourself or an innocent bystander with your own gun. But its part of the TV and film Westerns up to the 1960s. Quote:
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BTW, there is a distinction between Pulp, Film, and TV Westerns. Some overlap, too. So many of the "rules of the genre" depend on what version of the West you are going after. The "Wild West" suffered in part because it was being fictionalized before it's demise. Much of the real West was obscured by the legend.
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