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<blockquote data-quote="AbdulAlhazred" data-source="post: 6091322" data-attributes="member: 82106"><p>Oh sure, and my brother-in-law LOVES Aftermath/Twilight 2000, just eats it up. We played it some and it was fun, up to a point. It was just evolution to something of an extreme in one direction. The game was well-written IIRC. It just wasn't really my cup of tea. I didn't care about the differences in jam percentage and accuracy between an AK-47 and an AR-15. I wanted to know how being jumped by a bunch of guys with guns would play out when the PCs were trying to get to medical care because a key NPC was sick. Would they do some heroics with guns, negotiate, give up, sneak around, etc. One way or another a dramatic scene was likely to play out, either a PC sacrificing themselves or the NPC dying, the party cleverly sneaking past in the nick of time, etc. While the characteristics of different guns could be factored into that it wasn't a very useful tool since how things played out would ideally be driven by player engagement with different aspects of the plot, and not so much game world physics, which just serve to explain things afterwards.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6091322, member: 82106"] Oh sure, and my brother-in-law LOVES Aftermath/Twilight 2000, just eats it up. We played it some and it was fun, up to a point. It was just evolution to something of an extreme in one direction. The game was well-written IIRC. It just wasn't really my cup of tea. I didn't care about the differences in jam percentage and accuracy between an AK-47 and an AR-15. I wanted to know how being jumped by a bunch of guys with guns would play out when the PCs were trying to get to medical care because a key NPC was sick. Would they do some heroics with guns, negotiate, give up, sneak around, etc. One way or another a dramatic scene was likely to play out, either a PC sacrificing themselves or the NPC dying, the party cleverly sneaking past in the nick of time, etc. While the characteristics of different guns could be factored into that it wasn't a very useful tool since how things played out would ideally be driven by player engagement with different aspects of the plot, and not so much game world physics, which just serve to explain things afterwards. [/QUOTE]
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