Arms companies in gaming

This has always been a bit of an issue that I've been on the fence.

I love arms companies, whether it's the various ones in rifts, Cyberpunk 2020, Shadowrun, or smith and robards in deadlands.

However, they always feel like a double edged sword.

You often end up with a ton of bloat that nobody ever uses.

However, the arms companies themselves can drive storytelling. Plus it adds a fun aspect when you have a gun from <insert company here>, that does <insert cool effect here>.

I guess what I'm asking is do you use them in your game and how do you strike a balence?
 

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Im with you. An Ares Predator is a lot cooler than just something called a Heavy Pistol. But honestly the Shadowrun stats mean everyone has the same gun because the Ares is simply the best heavy pistol choice. Realistically I haven't played Shadowrun since the 90s but can still name the Ares Predator and the Colt Manhunter so I guess it stuck with me.
 

Realistically I haven't played Shadowrun since the 90s but can still name the Ares Predator and the Colt Manhunter so I guess it stuck with me.

And don't forget the Ingram Smartgun.

You often end up with a ton of bloat that nobody ever uses.

However, the arms companies themselves can drive storytelling. Plus it adds a fun aspect when you have a gun from <insert company here>, that does <insert cool effect here>.

I guess what I'm asking is do you use them in your game and how do you strike a balence?

The "bloat nobody uses" factor can be handled a few ways. My approach comes from my experience with Shadowrun, which may not really apply to something like Deadlands...

1) Use rarity/legality to control access, especially if the PCs are trying to min/max while shopping under time pressure.
2) Use time to control access - "Yes, I can get you that weapon, with all those options. Delivery in one month, due to supply chain issues. What, you need it today? Ha! Not likely, chummer."
3) Give the PCs lots of other things to spend money on, and/or stress their resources at inconvenient moments.
4) Give discounts on less-than-optimally tricked out weapons.
5) Ballistics is a known science. Give the PCs a hard time if they don't have a high turnover rate on their weapons.
 


This has always been a bit of an issue that I've been on the fence.

I love arms companies, whether it's the various ones in rifts, Cyberpunk 2020, Shadowrun, or smith and robards in deadlands.

However, they always feel like a double edged sword.

You often end up with a ton of bloat that nobody ever uses.

However, the arms companies themselves can drive storytelling. Plus it adds a fun aspect when you have a gun from <insert company here>, that does <insert cool effect here>.

I guess what I'm asking is do you use them in your game and how do you strike a balence?
I loved the Cyberpunk Chromebooks! I don't see any of that as bloat so much as wonderful, wonderful worldbuilding detail and cool stuff for PCs to play with.
 

This has always been a bit of an issue that I've been on the fence.

I love arms companies, whether it's the various ones in rifts, Cyberpunk 2020, Shadowrun, or smith and robards in deadlands.

However, they always feel like a double edged sword.

You often end up with a ton of bloat that nobody ever uses.

However, the arms companies themselves can drive storytelling. Plus it adds a fun aspect when you have a gun from <insert company here>, that does <insert cool effect here>.

I guess what I'm asking is do you use them in your game and how do you strike a balence?
What do you mean by "balance"?
 

3) Give the PCs lots of other things to spend money on, and/or stress their resources at inconvenient moments.
Better yet: "hmm, your account says 'insufficient funds.' You might want to call the Federated Bureau of Immigration and Identity Affairs. I.e. go on a quest to find whoever stole your ID."

I've been too lazy to name most of my weaponsmiths and design their maker's marks. So far . . .
 

In Real Life, different handguns come in different makes, models and calibers because all handguns are compromises and One Size Does Not Fit All. (And similarly for other kinds of guns.)

To emulate this in a game, instead of trying to make each model slightly different, it might be better to allow players to buy a slight bonus with a given model, or more broadly, with a given manufacturer. Thus all medium blaster pistols will have the same base stats, but Jon Mono, Space Rogue might be just a bit more accurate with a Fisher Match 300 than with other medium blaster pistol models. Or he might be just a bit better with Hamill Arms blaster pistols and carbines in general than with those of other makers, while his sometimes-partner Counto Indianan favors Lucasberg Manufacturing products for that extra little edge they give him.
 

I usually include a talent (or whatever your system uses) for Favorites. A lot of firearm purchases are based upon user bias, not hard statistics. Ergonomics, and belief, real or not, in a given caliber heavily influence choices.

So this talent gives a small bonus to a PC using his preferred caliber, model, manufacturer, etc.
 

Better yet: "hmm, your account says 'insufficient funds.' You might want to call the Federated Bureau of Immigration and Identity Affairs. I.e. go on a quest to find whoever stole your ID."

In Shadowrun, the characters are expected to be using fake/stolen IDs anyway (in the lingo of the game, they don't have "System Identification Numbers" and so are "SINless") and most illegal transactions are by "certified credstick", which are kind of like bearer bonds, or some form of barter.
 

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