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Making guns palatable in high fantasy [Design Theory]
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<blockquote data-quote="Fanaelialae" data-source="post: 5760959" data-attributes="member: 53980"><p>I may be mistaken about this, but it was my understanding that they're trained to aim for the body. In all fairness, given that their lives are likely in danger when they draw their firearm, it makes sense that they'd aim at the largest target (the torso).</p><p></p><p></p><p>I understand that some people have a disconnect when it comes to guns and hp. I admit I've never quite understood it myself. In my opinion, in the unlikely scenario that you found someone who could survive a dozen well aimed thrusts of a spear, that person should also be capable of surviving twelve well aimed shots from a gun. I've never found the idea of hp as actual damage (aside from bumps and scratches) to be very convincing. I grasp that there are folks who prefer it that way, but I find that that kind of narration jars me from immersion.</p><p></p><p>I don't have an issue with guns in my games. I don't include them in every campaign, but I like to do so now and again. I've never been shy about mixing themes in my games, and while I've used muskets once or twice, I prefer revolvers. </p><p></p><p>While it may not fit a high fantasy game in a real world chronological sense, I've always liked the thematic similarities between the western gunman and the knight errant. Then again, I grew up playing and loving Final Fantasy (a series that has rarely been shy about genre amalgamation), so that probably influenced my views on the matter. I realize that it isn't everyone's cup of tea.</p><p></p><p>In any case, I don't see anything wrong with having period appropriate, or fantasy guns. If your players disapprove though, I'd say the best approach would be simply to talk to them. If guns don't jive with what they like in D&D, it's unlikely that there's any mechanic that will make them feel otherwise. Discussing and addressing their issues with guns in D&D, however, just might.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5760959, member: 53980"] I may be mistaken about this, but it was my understanding that they're trained to aim for the body. In all fairness, given that their lives are likely in danger when they draw their firearm, it makes sense that they'd aim at the largest target (the torso). I understand that some people have a disconnect when it comes to guns and hp. I admit I've never quite understood it myself. In my opinion, in the unlikely scenario that you found someone who could survive a dozen well aimed thrusts of a spear, that person should also be capable of surviving twelve well aimed shots from a gun. I've never found the idea of hp as actual damage (aside from bumps and scratches) to be very convincing. I grasp that there are folks who prefer it that way, but I find that that kind of narration jars me from immersion. I don't have an issue with guns in my games. I don't include them in every campaign, but I like to do so now and again. I've never been shy about mixing themes in my games, and while I've used muskets once or twice, I prefer revolvers. While it may not fit a high fantasy game in a real world chronological sense, I've always liked the thematic similarities between the western gunman and the knight errant. Then again, I grew up playing and loving Final Fantasy (a series that has rarely been shy about genre amalgamation), so that probably influenced my views on the matter. I realize that it isn't everyone's cup of tea. In any case, I don't see anything wrong with having period appropriate, or fantasy guns. If your players disapprove though, I'd say the best approach would be simply to talk to them. If guns don't jive with what they like in D&D, it's unlikely that there's any mechanic that will make them feel otherwise. Discussing and addressing their issues with guns in D&D, however, just might. [/QUOTE]
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