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Worlds of Design: Gun vs. Sword
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<blockquote data-quote="Imaculata" data-source="post: 7802716" data-attributes="member: 6801286"><p>I don't accept this whole premise. Why would it need to be very different? And why must it probably be less satisfying for the players?</p><p></p><p>I don't see much of a difference at all between melee weapons versus guns in an RPG. The only minor difference I see, is in battle tactics (taking cover and reloading becomes more important) and damage (presuming guns do a lot more damage than swords, which need not even be the case).</p><p></p><p>I also find it strange to mention Star Wars as a possible solution to what ever design issue you are suggesting exists here. Star Wars and its jedi are a system that is fundamentally broken for an RPG. Because jedi are supposed to be rare, yet they are also very powerful. So you are going to run into the '<strong>all jedi or no jedi</strong>' problem. Any player who plays a jedi is going to be way more powerful than any of the other players who are not playing jedi. Such a power difference between pc's is simply not desirable in any RPG in my opinion, so you either run the game with every player playing a jedi, or you have no jedi at all. You also run into this issue with confrontations between Sith and the players. Good luck trying to stage an epic fight between a jedi and a Sith, because nothing is stopping the non-jedi players from simply focusing all their blaster fire on the one Sith that is so eager to have a one-on-one lightsaber fight.</p><p></p><p>In my experience with running a 3.5 pirate campaign, and playing in a D20 scifi campaign, battles that involve guns are MORE exciting than classic D&D melee fights, not less. There are higher damage numbers, so combat is more deadly, and there is more focus on positioning, cover, line of sight, visibility and reload time. Throw in a truck load of scifi gadgets, such as personal forcefields, EMP grenades, sniping, and homing ammunition that fires around a corner, and you have combat that is way more exciting than any standard melee in D&D.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7802716, member: 6801286"] I don't accept this whole premise. Why would it need to be very different? And why must it probably be less satisfying for the players? I don't see much of a difference at all between melee weapons versus guns in an RPG. The only minor difference I see, is in battle tactics (taking cover and reloading becomes more important) and damage (presuming guns do a lot more damage than swords, which need not even be the case). I also find it strange to mention Star Wars as a possible solution to what ever design issue you are suggesting exists here. Star Wars and its jedi are a system that is fundamentally broken for an RPG. Because jedi are supposed to be rare, yet they are also very powerful. So you are going to run into the '[B]all jedi or no jedi[/B]' problem. Any player who plays a jedi is going to be way more powerful than any of the other players who are not playing jedi. Such a power difference between pc's is simply not desirable in any RPG in my opinion, so you either run the game with every player playing a jedi, or you have no jedi at all. You also run into this issue with confrontations between Sith and the players. Good luck trying to stage an epic fight between a jedi and a Sith, because nothing is stopping the non-jedi players from simply focusing all their blaster fire on the one Sith that is so eager to have a one-on-one lightsaber fight. In my experience with running a 3.5 pirate campaign, and playing in a D20 scifi campaign, battles that involve guns are MORE exciting than classic D&D melee fights, not less. There are higher damage numbers, so combat is more deadly, and there is more focus on positioning, cover, line of sight, visibility and reload time. Throw in a truck load of scifi gadgets, such as personal forcefields, EMP grenades, sniping, and homing ammunition that fires around a corner, and you have combat that is way more exciting than any standard melee in D&D. [/QUOTE]
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