Gun Fu --- the new EN Minigame


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Actually, this engine might be a good start for a swashbuckling game, too. Same idea --- keep the heroes moving, keep them doing cool stuff, and don't worry about the hit point meter.

I just read a great book called "By the Sword" (which focuses mostly on European swordfighting traditions) that really made me want to play a hardcore swashbuckler:
http://www.amazon.com/exec/obidos/t...002-6556623-4115215?v=glance&s=books&n=507846

This could be a Renaissance game, or the Age of Pirates...or maybe even a Napoleonic Era game [often cited as an untapped niche for RPGs].
 
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Yeah, I like this mechanic better than the vitality/wound point system, which has alway felt sort of clumsy and stapled-together to me. I like how as you resist more and more damage, your ability to act gets worse and worse, but you aren't, like, dying. Until you're dying, of course.

In original M&M, you CANNOT blow a Damage save badly enough to be dying -- you enter the dying state ONLY by exerting oneself while in the disabled state. I added a possibility of blowing a Damage save badly enough to be dying for this game, because a higher degree of lethality seemed to work better. It still means you can't DIE from an attack, only from being unable to stabilize oneself once dying. Which takes away the fear of excessive hit point loss you have with any hit point/wound point system, which does away with the hit-point-management mindset that D&D is all about.

Which I find gets you closer to the spirit of these kinds of action movies than hit point systems. We'll see how folks react.
 

barsoomcore said:
Yeah, I like this mechanic better than the vitality/wound point system, which has alway felt sort of clumsy and stapled-together to me. I like how as you resist more and more damage, your ability to act gets worse and worse, but you aren't, like, dying. Until you're dying, of course.

In original M&M, you CANNOT blow a Damage save badly enough to be dying -- you enter the dying state ONLY by exerting oneself while in the disabled state. I added a possibility of blowing a Damage save badly enough to be dying for this game, because a higher degree of lethality seemed to work better. It still means you can't DIE from an attack, only from being unable to stabilize oneself once dying. Which takes away the fear of excessive hit point loss you have with any hit point/wound point system, which does away with the hit-point-management mindset that D&D is all about.

Which I find gets you closer to the spirit of these kinds of action movies than hit point systems. We'll see how folks react.
So, it's kinda like that moment in THE KILLER when
the Killer gets shot by Johnny Weng after he throws his gun down, he grabs the gun out of the cop's pants and starts laying down some furious fire that manages to drive Weng away from Jenny before Weng shoots his eyes out and it's all over for him.

I definitely like this. I may have to buy this (or the original M&M game, as I'm not typically an online-shopping guy).
 

Yeah, EXACTLY. Only the rules go further than I've outlined here (can't give the WHOLE thing away, now can I?) so that once you're in that state (disabled), you can, if you want, suddenly erupt in a fury of action, blowing through your Panache points (which are kind of like Action Points on steroids) in a single round, if you like, in order to really take out all the bad guys in a grandly heroic style. It's great fun!

It'll probably kill you, but heck, isn't that a small price to pay for eternal blood-soaked glory?
 

barsoomcore said:
One of the conscious decisions I made with this product was to make guns VERY similar to one another. There are no descriptions of individual models of guns, just categories like "light pistol" or "assault rifle" or whatever.

In the movies that this game is based on, it NEVER matters what sort of gun somebody is using. All guns are pretty much the same. How much damage a gun deals seems to have more to do with how angry the person pulling the trigger is than the calibre or muzzle velocity.

My hope is that it's not boring for the same reason the movies themselves aren't boring -- because the stories are so much fun and the characters are so cool.

Gun-Fu is not by ANY stretch of the imagination any sort of reality-based model. It's meant to model the dynamics and typical situations of John Woo shoot-em-ups, NOT to present accurate portrayals of what happens when something gets hit by a round from a Colt 1911.

I hope people will find that a useful thing for a game to model, and that they're able to play fun, action-filled games with it.

You could always add things like Intimidation or Initiative bonuses when someone is using a gun they really like, or for cool-looking weapons. There are plenty of ways to distinguish firearms beyond the typical stats - especially in a genre such as this.
 

The more I read of this the more I want to get it. Sounds liek a blast, and I like the M&M damage save system. IN fact, I'm probably going to start using that in my Paranoia Game.
 

barsoomcore said:
How much damage a gun deals seems to have more to do with how angry the person pulling the trigger is than the calibre or muzzle velocity.
Which is a variation on the 44th law of anime:

Law of Nominative Clamovocation
The likelihood of success and damage done by an attack is directly proportional to the volume at which the full name of the attack is announced.

:D
 

Committed Hero said:
You could always add things like Intimidation or Initiative bonuses when someone is using a gun they really like, or for cool-looking weapons. There are plenty of ways to distinguish firearms beyond the typical stats - especially in a genre such as this.
EXACTLY -- only they're not the sort of distinguishing features you want to apply to particular MODELS of real-world guns.

But yeah, stuff like "Favourite Gun" should be a common property. Or "Recently Dead Buddy's Gun." That's a big one.
 


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