Odhanan said:As Keeper I would have allowed the shotgun, would have warned the player about it being illegal, but most importantly, the subject of firearms would have been discussed during the game's briefing prior to the first session with all players present.
I wouldn't have minded the character bringing the shotgun in the Church. His paranoia seemed justified since there were zombis there, and if the other player didn't say anything during the pre-game briefing, he shouldn't have said anything during the game. He might have played his character surprised and lecturing the archeologist, and the moment would have been cool in an "Indiana Jones" sort of way.
Bottom line, I'm with the player of the guy with the shotgun. CoC isn't "real life RPG" and just as supernatural things are to be expected at some point, so does the use of responses that seem appropriate from the PCs' point of view.
Except that they're not. In the context of the universe, few are aware of the existence of the supernatural; even fewer want to be aware of it. Mankind exists, by and large, in a sea of placid ignorance, and rightfully so in the Mythos universe.
How the hell did the player 'know' there'd be zombies there? They didn't. How do they know about the supernatural? They didn't. They gamed the system, metagamed, and frankly I'd have asked for an immediate SAN check at a stiff penalty - paranoia is classed as an insanity in the context of the game, and clearly someone carrying a sawed-off into a church is paranoid...in other words, nuts. And the rules pretty clearly state that crazed Investigators are in the hands of the Keeper. Thank you, please create a new character, other PCs read the headline about a crazed anarchist gunman blasting away in a church before the authorities gunned the madman down.
Worse still, the inconsideration of Mr. Sawed Off screwed up the enjoyment of other players. For that, it's a single warning, then the boot. Life's too short and game time too precious to allow someone who doesn't get that they need to consider the context of the world and the enjoyment of the players when they decide to do something.