Wombat
First Post
I have done my time in the SCA and have several friends who are martial artists of various sorts, both empty hand and beweaponed. I have heard a lot of discussions ranging around what makes for an accurate system and how knowledge of such systems will improve games. It can. It can also really, really bog things down, especially for people who have no knowledge or interest.
Case in point: a game of Cyberpunk I played back in the early 90s.
Two of the guys playing (there were four of us + GM) in the game had a lot (LOT!) of knowledge about modern firearms. So they would take time of talking about minutiae of guns and how to improve the combat rules accordingly. What make, model, bore, how many grains, lighting, scopes, wind conditions, etc. The third guy in our group was getting fidgety over this and I was getting annoyed.
At the time I worked for an aerospace engineering company in the publications department; my character in the game, however, was the electronics tech. One day, after our two gun folks spent time going rather excessively into firearms permutations, I turned to the GM. "Now, I have an electronics tech repair kit. What's in it? How much wire to I have? In what lengths? What is the make-up of the wire? Pure copper? Alloys?" Etc., etc.
Then I hauled out a 6" thick wire catalog from under the table and dropped it with a thud.
"Your guns are made of parts. I see you and raise."
Silence.
"Now can we get back to the game?"
Now for guns we could substitute martial arts of other kinds, sociology, mythology, Civil War trivia, or any other matter. Small amounts of such knowledge can really improve a given game; too much emphasis on it, especially around people with little knowledge of or interest in the topic can drag things down.
Case in point: a game of Cyberpunk I played back in the early 90s.
Two of the guys playing (there were four of us + GM) in the game had a lot (LOT!) of knowledge about modern firearms. So they would take time of talking about minutiae of guns and how to improve the combat rules accordingly. What make, model, bore, how many grains, lighting, scopes, wind conditions, etc. The third guy in our group was getting fidgety over this and I was getting annoyed.
At the time I worked for an aerospace engineering company in the publications department; my character in the game, however, was the electronics tech. One day, after our two gun folks spent time going rather excessively into firearms permutations, I turned to the GM. "Now, I have an electronics tech repair kit. What's in it? How much wire to I have? In what lengths? What is the make-up of the wire? Pure copper? Alloys?" Etc., etc.
Then I hauled out a 6" thick wire catalog from under the table and dropped it with a thud.
"Your guns are made of parts. I see you and raise."
Silence.
"Now can we get back to the game?"
Now for guns we could substitute martial arts of other kinds, sociology, mythology, Civil War trivia, or any other matter. Small amounts of such knowledge can really improve a given game; too much emphasis on it, especially around people with little knowledge of or interest in the topic can drag things down.