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Flintlocks in LRP Expand / Collapse
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Posted Monday, January 01, 2007 7:07 PM


I do talk a good fight

I do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fight

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Well, this time I got them from the Skull & Bones d20 rulebook. But I know they're more accurate than figures from most RPG rulebooks, 'cos I wrote that one, and I'm a stickler for that kind of thing and remember researching them before typing them in....

Edit: On reflection, though, that weight probably included necessary accessories like ramrod, powderhorn, etc....


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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 #19979
Posted Tuesday, January 02, 2007 9:21 AM


Champion

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Problems that arise with using cap firers is that you have no way of checking to see if they hit or miss.

At the moment, most system use weapon misfires (the cap not going off) as their check but I dont think this is balanced because one gun could be better than another and character skills cant change that. Its just like the melee combat problem of it being down to player skill not character skill.

I can;t think of a way round it without making a combersome system of calls like DODGE etc. The only other option is lazer tag and although it would be fair, it would look and sound pants. It would also be expensive.



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Post #19980
Posted Tuesday, January 02, 2007 9:34 AM


Knight

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I feel the damage from a gun should be based on how you want your game to feel. If you want a game full of Hong Kong style Gun-FU, then players are going to be firing there guns quite often so low damage and a high availability of ammunition is a must. If you want a gritty type of game, then firearms should be able to incapacitate or mutilate people, with the amount of available ammunition restricted to a level that makes you feel that encounters aren't mealy being bypassed by 'force of arms'.

Interestingly the majority of people who died from early gunshot wounds tended to actually die from secondary infections, rather than the wounds themselves. Indeed gunpowder was for a while considered poisonous, cures including such weird and wonderful things as 'boiled puppy dog fat'. In most cases however such infections arouse more as result of poor sanitary conditions and foreign objects left in the wound (fragments of clothing etc).

Post #19981
Posted Tuesday, January 02, 2007 9:42 AM


I do talk a good fight

I do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fight

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You don't necessarily need a cumbersome (and kinda unrealistic) "DODGE" call. Getting missed by a flintlock weapon is more likely to be down to your good luck than anything else. So long as the firer recognises that the victim knows whether or not s/he's been hit, but the firer doesn't, you can just have the victim roleplay watching the shot zip past his/her ear. The victim can buy "Lucky" in various increments; each one lets you avoid one shot a day.

My "Freebooter LRP rules" system for this, which was also used at Shards till very recently (and maybe still) used 2 levels of skill for that: "Lucky" (fairly cheap) which let you be missed by the first shot fired at you each day, and "Charmed Life" (most of your starting character points) which let you be missed by ALL the shots fired at you each day. You needed to have either a personal lucky charm, or some obscure self-invented daily rituals, to make either one work, to represent wacky piratical traditions and superstitions. No need for calls; just roleplay.


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 #19982
Posted Tuesday, January 02, 2007 10:24 AM


Wag

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I’ve been thinking about this for a while and may have come up with a seed of thought for a system that I was thinking of using. (For a Sharpe meets Flash Gordon/ Space 1799 LRP).

The Snap Flintlock System.

Every player has a primary flintlock weapon. They each load a cap from a powder pouch. This pouch has a mixture of different coloured caps, lets say red, blue and gold. The selection of which coloured cap is loaded is random due to the player fumbling in the pouch, plus the caps could be wrapped in paper to increase reload time. The player fires by shouting at the target to make them aware of the shot, firing the pistol, then calling the colour of the cap that was loaded. If the target has the same coloured cap loaded then they just react that it was a miss. If the target then wants to return fire at the same person that shot at him and missed they don’t have to call that colour because that colour would be the same. They can just call any random one. However, if they select a different target they must call the colour they have loaded. Everybody then reloads and goes by the next colour they have pulled from their pouch. It’s only a rough idea and has gaps in it, such as how do you tell which colour is loaded at night, what happens if a player is a non combat type without a gun, what happens if someone is fired at whilst they are reloading (in between colours). But I believe it has possibilities and adds random missing opportunities.

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Post #19983
Posted Tuesday, January 02, 2007 12:01 PM


Knight

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Adapted from an old magic system I never got around to using,

Any character learning to fire a gun, chooses four 'phrases' from a short list. Upon discharging there weapon, they recite one of these.'Oi Codfish, in the face!'

Each character is handed a 'phrasal protection card' at the start of the game, this lists a single phrase which the character upon hearing may ignore with a curt rebuttal (which acts a No Effect call), 'To hell with you!'.

You can then introduce skills which allow players to increase the number of offensive 'phrases' on their sheet, or to their 'phrasal protection card'. Or even to refresh or change these lists via a GOD system.

You could even make some of the phrases have different damage effects, making there more likely to be chosen as defenses.(Shooting someone in the eye is pretty difficult but if it succeeds, it will kill them).

Post #19986
Posted Tuesday, January 02, 2007 12:02 PM
Prodigal

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Taize (1/2/2007)
Problems that arise with using cap firers is that you have no way of checking to see if they hit or miss.

Not really. Its a trust system, just like a fireball in high fantasy.

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Post #19987
Posted Tuesday, January 02, 2007 12:43 PM


Champion

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Sarah (1/2/2007)
Not really. Its a trust system, just like a fireball in high fantasy.


Think you misundersood what I was trying to get at.

Trust isnt the problem. Its the enemy-seeking bullets that never miss that are the problem. Its difficult to represent hitting or missing as would happen with a real gun. Its a flaw with most systems that no one has found an easy way around.



PD - High Chieftain Chatu, New Bantustan

Gnoll colony is recruiting!
(pm for details and about discount gnoll masks)

Gnoll Forum:
United Tribes of New Bantustan

PD Player Event:
The Chieftains Cavalcade 1659
A fine medley of games, banqueting, music and surprises for all friendly folk of the New World!
March 6th - 8th
Stockwood Iron Age Village LRP Site
(booking & Info at: http://www.gnolls.co.uk/event)
Post #19988