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<blockquote data-quote="Meek" data-source="post: 5394148" data-attributes="member: 78339"><p>My setting has magic firearms (I'm actually trying to write an article on my setting blog about this that I hope to post soon) (EDIT: <a href="http://spiritsofeden.com/2010/12/04/equipment-of-eden-i-arsenal/" target="_blank">It's here now</a>). However, most people in the setting who are good melee fighters learn crazy wuxia martial arts stunts, so the gun hasn't completely outmoded the sword. The common weapons use sharp-ended cartridges that contain a volatile alchemical solution. The trigger causes a hammer to strike the cartridge and launch it at the enemy. The cartridge strike has a bit more force than an arrow and it's much easier to train someone to shoot it, even if it is loud. It's also relatively safe if you've gotten training to use it.</p><p></p><p>There are also magic railguns of a sort (a certain weapon uses supernatural kinetic force to fire a bolt at an enemy, but the weapon has to be magically charged every few shots, so you either have to have an esoteric practitioner around or you have to be one to use it). There's also alchemical grenade launchers and other stuff.</p><p></p><p>Due to how very superstitious everyone in the setting is (religion is the #1 most important thing to the setting), making a magic gun takes a lot of time. Certain procedures must be done under certain constellations, prayers must be sang while forging the chasis, and if you interpret your morning tea as giving you a weird omen that's a reason to stop working until you get a good moon, and other weirdness. So that's hampered the ability of each nation (and every nation has them) to get magic guns. If you fail to do this, the common belief is at some point the weapon will turn on you, because all unsactified artifice produces genocidally unholy things.</p><p></p><p>So the guns add a cool touch and fit well into the setting's culture and help to bring certain aspects of it to light.</p><p></p><p>The setting is not tied to any RPG system (I'm making my own homebrew fantasy RPG that I'd feel comfortable using with it), though (certainly not to D&D). In D&D 3e guns would have little to no feat support and be super lame, and in 4e they would probably be thematically out of place, or too functionally equivalent to bows to really matter. My setting is also definitively not based on medieval europe like a lot of fantasy settings are, which is also a factor.</p></blockquote><p></p>
[QUOTE="Meek, post: 5394148, member: 78339"] My setting has magic firearms (I'm actually trying to write an article on my setting blog about this that I hope to post soon) (EDIT: [URL="http://spiritsofeden.com/2010/12/04/equipment-of-eden-i-arsenal/"]It's here now[/URL]). However, most people in the setting who are good melee fighters learn crazy wuxia martial arts stunts, so the gun hasn't completely outmoded the sword. The common weapons use sharp-ended cartridges that contain a volatile alchemical solution. The trigger causes a hammer to strike the cartridge and launch it at the enemy. The cartridge strike has a bit more force than an arrow and it's much easier to train someone to shoot it, even if it is loud. It's also relatively safe if you've gotten training to use it. There are also magic railguns of a sort (a certain weapon uses supernatural kinetic force to fire a bolt at an enemy, but the weapon has to be magically charged every few shots, so you either have to have an esoteric practitioner around or you have to be one to use it). There's also alchemical grenade launchers and other stuff. Due to how very superstitious everyone in the setting is (religion is the #1 most important thing to the setting), making a magic gun takes a lot of time. Certain procedures must be done under certain constellations, prayers must be sang while forging the chasis, and if you interpret your morning tea as giving you a weird omen that's a reason to stop working until you get a good moon, and other weirdness. So that's hampered the ability of each nation (and every nation has them) to get magic guns. If you fail to do this, the common belief is at some point the weapon will turn on you, because all unsactified artifice produces genocidally unholy things. So the guns add a cool touch and fit well into the setting's culture and help to bring certain aspects of it to light. The setting is not tied to any RPG system (I'm making my own homebrew fantasy RPG that I'd feel comfortable using with it), though (certainly not to D&D). In D&D 3e guns would have little to no feat support and be super lame, and in 4e they would probably be thematically out of place, or too functionally equivalent to bows to really matter. My setting is also definitively not based on medieval europe like a lot of fantasy settings are, which is also a factor. [/QUOTE]
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