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Guncraft: Using Spycraft 2.0 to model Wild West adventure!
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<blockquote data-quote="Morgenstern" data-source="post: 2752581" data-attributes="member: 5485"><p>A few truely random thoughts</p><p></p><p>I recomend watching some John Wayne to get a feel for cinematic wild west shootouts, and to just get in the groove <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />. My feeling is you'll find more running and ducking, and less shooting unless there are a large number of folks on each side. Fire rates <strong>are</strong> lower. You may want to throw some of the lethality qualities in to make those individual shots scarier.</p><p></p><p>Depending on when you put it, lever-action rifles could be around.</p><p></p><p>MAKE the game a more ducking and weaving experience: make the combat rounds 12 seconds long instead of 6 - which deals with lower rates of fire and allows reloading to make sense as-is. Sure, characters are slower, relatively speakign, but tell them its because they are scampering, not striding. Scampering around the barn to get a clear shot at the guy crouched behind the hay bales is a classic.</p><p></p><p>Nothing says quickdraw match like the Standoff rules. Which are doubly nice because they draw on a whole different set of strengths than normal combat, making quick draw artistry seperate from raw combat prowess.</p><p></p><p>Love your melee feats - bowie knives settle a dispute as thoroughly as a hog's leg, and with less noise <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />. And Zorro. Some days its all about sabres vs. bayonettes <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />.</p><p></p><p>Unarmed combat feats have their day too. The guy down at the chinese laundry might just whoop your arse when you least expect it <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />.</p><p></p><p>Pinkertons. Oh, yes.</p><p></p><p>For the wheelman as rider, swap Medicine for Electronics in his class skill list, and swap the order of skills <em>manual adjustment</em> works on to Medicine/Mechanics/Security. This will let him work on horses early, and add a medically oriented class to the set other than scientist or advocate to beef up a group's chances of survival. If you are doing wheelman as coachman/train enginer, then set up <em>manual adjustment</em> as mechanic/medicine/security.</p><p></p><p>Hope that helps <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />!</p></blockquote><p></p>
[QUOTE="Morgenstern, post: 2752581, member: 5485"] A few truely random thoughts I recomend watching some John Wayne to get a feel for cinematic wild west shootouts, and to just get in the groove :). My feeling is you'll find more running and ducking, and less shooting unless there are a large number of folks on each side. Fire rates [B]are[/B] lower. You may want to throw some of the lethality qualities in to make those individual shots scarier. Depending on when you put it, lever-action rifles could be around. MAKE the game a more ducking and weaving experience: make the combat rounds 12 seconds long instead of 6 - which deals with lower rates of fire and allows reloading to make sense as-is. Sure, characters are slower, relatively speakign, but tell them its because they are scampering, not striding. Scampering around the barn to get a clear shot at the guy crouched behind the hay bales is a classic. Nothing says quickdraw match like the Standoff rules. Which are doubly nice because they draw on a whole different set of strengths than normal combat, making quick draw artistry seperate from raw combat prowess. Love your melee feats - bowie knives settle a dispute as thoroughly as a hog's leg, and with less noise ;). And Zorro. Some days its all about sabres vs. bayonettes :D. Unarmed combat feats have their day too. The guy down at the chinese laundry might just whoop your arse when you least expect it :p. Pinkertons. Oh, yes. For the wheelman as rider, swap Medicine for Electronics in his class skill list, and swap the order of skills [I]manual adjustment[/I] works on to Medicine/Mechanics/Security. This will let him work on horses early, and add a medically oriented class to the set other than scientist or advocate to beef up a group's chances of survival. If you are doing wheelman as coachman/train enginer, then set up [I]manual adjustment[/I] as mechanic/medicine/security. Hope that helps :)! [/QUOTE]
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