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Guns in a fantasy setting
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<blockquote data-quote="Rel" data-source="post: 4342677" data-attributes="member: 99"><p>I played in a WFRP2 game, part of the campaign as a Pistolier. Then I ran a Pirates of the Warhammer Caribbean game in which I increased the prevalence of guns and cannon. Things worked quite well both times.</p><p></p><p>The real upside of guns in that system is that they are "Impact" weapons so you roll 2d10 for damage and take the better die. Since you crit on any result of 10 then you effectively double your chances to crit such that you're critting 20% of the time with a firearm. That's pretty cool.</p><p></p><p>On the other hand, firearms are slow to reload (even given the unrealistically fast times they use in WFRP) and you are almost certainly better off to simply drop the weapon after shooting and use your hand weapon. This advantage is more pronounced if you're a trained warrior.</p><p></p><p>Late in the campaign for my PotC style game, one of the PC's had accumulated enough pistols, muskets and musketoons that he could "fire and drop" pretty much every round for a typical fight (lasting 6-8 rounds). But that was impractical in many instances like if the fight was a running battle and you don't want to leave your expensive pistols scattered across the ground where they might get lost. Leaving them scattered on the deck of a rolling ship in the midst of battle was an even worse idea.</p><p></p><p>In terms of their relationship to magic, well magic is dangerous in Warhammer already. You're probably no more likely to sustain severe injury from your weapon than you are casting spells. And guns don't make you go insane either so that's a bonus. Also, there is kind of a taboo against magic users in WFRP where you've got Witch Hunters roaming around. That taboo isn't there for gunpowder. So guns are probably safer on the whole than magic is, thus making them a more attractive option.</p><p></p><p>All in all firearms made an interesting and, to my way of thinking, crucial aspect that helped catch the flavor of that setting extremely well. Having recently watched the PotC movies again, I'd say that the amount of gunfire vs. swordplay in my WFRP game was about right if I'm trying to emulate those films.</p><p></p><p>One thing I sometimes see mentioned is the idea that firearms are a slippery slope and, once they are introduced, it's only a few hundred years until you have AK-47s all over the place. There are plenty of reasons why that might not happen (and probably some reasons why it would take less time than that). But I don't really worry or care about that. My campaigns tend to last about 6-9 months of realtime and maybe a couple of years of game-time. So they're pretty much a snapshot in time of the game world. I don't really care all that much what happens later unless we're going to revisit the setting later, which we don't frequently do. And even on the occassions where we have, it's usually not several hundred years later. More often it's a generation. And that's a time frame during which only small innovations have likely taken place.</p></blockquote><p></p>
[QUOTE="Rel, post: 4342677, member: 99"] I played in a WFRP2 game, part of the campaign as a Pistolier. Then I ran a Pirates of the Warhammer Caribbean game in which I increased the prevalence of guns and cannon. Things worked quite well both times. The real upside of guns in that system is that they are "Impact" weapons so you roll 2d10 for damage and take the better die. Since you crit on any result of 10 then you effectively double your chances to crit such that you're critting 20% of the time with a firearm. That's pretty cool. On the other hand, firearms are slow to reload (even given the unrealistically fast times they use in WFRP) and you are almost certainly better off to simply drop the weapon after shooting and use your hand weapon. This advantage is more pronounced if you're a trained warrior. Late in the campaign for my PotC style game, one of the PC's had accumulated enough pistols, muskets and musketoons that he could "fire and drop" pretty much every round for a typical fight (lasting 6-8 rounds). But that was impractical in many instances like if the fight was a running battle and you don't want to leave your expensive pistols scattered across the ground where they might get lost. Leaving them scattered on the deck of a rolling ship in the midst of battle was an even worse idea. In terms of their relationship to magic, well magic is dangerous in Warhammer already. You're probably no more likely to sustain severe injury from your weapon than you are casting spells. And guns don't make you go insane either so that's a bonus. Also, there is kind of a taboo against magic users in WFRP where you've got Witch Hunters roaming around. That taboo isn't there for gunpowder. So guns are probably safer on the whole than magic is, thus making them a more attractive option. All in all firearms made an interesting and, to my way of thinking, crucial aspect that helped catch the flavor of that setting extremely well. Having recently watched the PotC movies again, I'd say that the amount of gunfire vs. swordplay in my WFRP game was about right if I'm trying to emulate those films. One thing I sometimes see mentioned is the idea that firearms are a slippery slope and, once they are introduced, it's only a few hundred years until you have AK-47s all over the place. There are plenty of reasons why that might not happen (and probably some reasons why it would take less time than that). But I don't really worry or care about that. My campaigns tend to last about 6-9 months of realtime and maybe a couple of years of game-time. So they're pretty much a snapshot in time of the game world. I don't really care all that much what happens later unless we're going to revisit the setting later, which we don't frequently do. And even on the occassions where we have, it's usually not several hundred years later. More often it's a generation. And that's a time frame during which only small innovations have likely taken place. [/QUOTE]
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