C. Baize
First Post
HeapThaumaturgist said:Usually people want "realistic" gunfire rules when they've made a sniper's or machine gun nest and want to riddle some enemy with gunfire with impunity.
When they get shot alot, they desire them less.
It's a balancing act, always, between realism and playability. Hell, for most people, "realism" is tied far too heavily into "the myth of the gun" to be realistic. What they want is "hyper-kewl".
Getting shot sucks. Getting stabbed, slashed, poisoned, crushed, and beaten up sucks too. Any realistic fighting system just wouldn't be alot of fun to play because every part of it would seriously suck for your character from the word go. Action penalties from adrenaline, shock, stunning, random situations where one guy gets shot a half dozen times and keeps coming while the guy next to you drops from a shot in the leg. Or situations where your character gets hit and survives for five, ten, fifteen minutes but nothing anybody can do keeps him from dying anyway as he bleeds out from internal injuries ... boy THAT'S fun times.
--fje
Yeah. Realistic firearms rules don't really make for fun gaming in my opinion. I want cinematic rules, thanks.
When my hero gets shot in the gut, if he survives I don't want him to have to carry around a colostomy bag, or something... and RPing a person who's had a destroyed organ or two removed, and is thus permanently disabled because of it, or at the very least medicated .... well... Not so much.
I'll take cinematic. Shot to the shoulder with the bullet lodged in?
"It's just a flesh wound! Suck it up!"
I'd even take knockback rules (as unrealistic as they are) over organ removal rules... ya know?