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Flintlocks in LRP Expand / Collapse
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Posted Saturday, December 30, 2006 3:43 PM


Knight

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How do you find flintlocks in lrp? What problems do you face as a player and an organiser? What are the best systems people have seen in use? Do you often come across 'a i shot you first situation?'

Thankyou

Neil @ thefallenlrp.com


www.neilhughes.co.uk
Post #19966
Posted Saturday, December 30, 2006 4:10 PM


Champion

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The issue of ammo and reloading is something an organiser needs to think about....

PD Head Ref- but as all posts here count as being unofficial, you'll need to email rules@PD for the real deal.

And in those oh so rare moments of going IC: Detric of the Bespoke Atelier (and your host for the erotic performance show) whilst my gnoll is on an extended leave of absence in deference to my ex-wife...

Post #19967
Posted Saturday, December 30, 2006 4:19 PM
Prodigal

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Reloading can be controlled by rules or by wrapping the caps up in foil. Both work, but wrapping causes more litter.

You should consider limiting shot, depending on what sort of game you want.

Skills that allow you to avoid being shot should be very expensive because otherwise every man and his dog takes them.

Its a trust based system, but then so is magic...

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Post #19968
Posted Saturday, December 30, 2006 5:15 PM


I do talk a good fight

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It's worth looking at the earlier Pagga discussion about the same subject:

http://www.pagga.net/cgi-bin/vBulletin_v3/showthread.php?t=12173

I quite like "dodge" type rules so long as they're limited (once a day maybe?) and not too cheap (worth buying, but not too cheap). You almost need them, because they're the only way to avoid being hit otherwise.

Pistols should have "banter range" only. Muskets maybe 30'?

If the target doesn't realise they've been shot, the rules should say that they've been missed. This prevents a kind of "Shot you!" "Didn't!" "Did too!" exchange which can interrupt play.

Basically you need to restrict guns heavily unless you want the game to revolve predominantly around guns. Some options:

Expensive skills
Expensive guns
Expensive ammo
Restriction on how fast you can reload (about 20 seconds to 30 seconds is OK)
Short range
Dodge or Lucky skill
Some kind of spell or other semi-magical ability that provides immunity to gunshots but not to other forms of attack.

In my opinion you need at least 3 of the above, maybe more, unless you want guns to be way more important than melee and/or bows.


http://www.hyboriantales.com

PD: Ghostdance ("The most irritating curse I've ever encountered" -- NPC played by H.)
Riftworld: Rossar Kuug ("Clearly mad, because he thinks he's a Com-Trow Skirmisher" - Aela)
Hyborian Tales: Crew, cook, dogsbody, general labourer, toilet cleaner ("Dangerously overoptimistic ref" -- Tom Nowell)
Otherwise usually crew ("Quite spry & fit, & willing to wear a big costume & run around a lot" -- various event organisers)

"My other oversized foam weapon is THE LORD" -- Questionable Content
Post #19969
Posted Saturday, December 30, 2006 5:29 PM
Heroic Knight

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I like the Maelstrom way of doing it,mind you , I've not played any other gun-powder system, I just can't think of another way to slow down the gunbunnies and keep some kind of a check on them so they don't over power the game,ie:

You cannot fire a gun untill you've loaded it by putting a 'gun-loaded' sticker on the back of the lammie aswell as a cap on the pin.

The 'One-Second-Rule' applies, so your attacks must be one second apart (so no firing two pistols at once)

Range of pistols is short (5 yards) so you only really have time for one or two shots before your enemy is close enough to belt you one, and you might have an empty pistol in each hand rather then something useful like a sword, or shield (you cannot use a gun as a hand weapon at all)

Because the gun physreps weigh about as much as the real thing (and are expensive IC) even total gun heads can't carry all that many (NINE pistols and two muskets is the most I've seen, but he was a bit of a nut-job )

H.

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Buy from me and stop one

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The term you're looking for is Seige Engineer !!!

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All problems can be solved with engineering......and large amounts of kinetic energy

Post #19970
Posted Saturday, December 30, 2006 5:46 PM


I do talk a good fight

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The gun phys-reps weigh nothing like as much as the real thing, I fear.... they're even worse for that than LRP melee weapons.

Real thing:

Long Musket: 25 pounds
Short Musket: 20 pounds
Blunderbuss: 25 pounds
Pistol: 5 pounds
Pocket Pistol: 3 pounds

Etc.

Anyone carrying 9 pistols & 2 muskets is carrying the equivalent of a suit of full plate and about 20 swords....


http://www.hyboriantales.com

PD: Ghostdance ("The most irritating curse I've ever encountered" -- NPC played by H.)
Riftworld: Rossar Kuug ("Clearly mad, because he thinks he's a Com-Trow Skirmisher" - Aela)
Hyborian Tales: Crew, cook, dogsbody, general labourer, toilet cleaner ("Dangerously overoptimistic ref" -- Tom Nowell)
Otherwise usually crew ("Quite spry & fit, & willing to wear a big costume & run around a lot" -- various event organisers)

"My other oversized foam weapon is THE LORD" -- Questionable Content
Post #19971
Posted Sunday, December 31, 2006 11:54 AM


Knight

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Last Login: Tuesday, May 13, 2008 5:18 PM
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Thank you all for your views,

Damage wise what do you think a pistol should do if they are hard to get hold of and expensive.

If no ranged spells exsist is it enough that they have range?

Should they be deadly? Or just cause a point of damage? Has anyone ever seen any long term side effects from being shot with a pistol IC and how did it work?

Thanks

Neil


www.neilhughes.co.uk
Post #19974
Posted Sunday, December 31, 2006 3:21 PM
Prodigal

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Again, it depends what you want to achieve. If you want guns to be rare and frightening, then have them do a lot of damage. For example, in Blood Red Roses, they are very rare and ammo is strictly controlled; they do double through (in a system where default hits are 1 per location); entire encounters have run away from one gun before now.

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It is not a competition. It is a web forum.

Post #19975
Posted Sunday, December 31, 2006 7:44 PM