08-20-2015, 09:54 PM | #31 | |
Join Date: Aug 2015
Location: Kenai, Alaska
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Re: Post-Apocalypse Firearms
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08-20-2015, 10:31 PM | #32 | |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: Post-Apocalypse Firearms
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Factor B) Infrastructure is gone Single shot pieces can be made by cottage industry gunsmiths. Black powder is well within the reach of a reasonable economy and the recipe is well known. Fancier stuff is relegated to toys for chiefs and their retinues probably. These will want them customizable for the use of an individualistic warriorish mentality rather then a militaristic mentality. Perhaps sniper scopes will be popular. After a few hundred years there will be mythology around guns.
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08-20-2015, 11:11 PM | #33 |
Join Date: Aug 2015
Location: Kenai, Alaska
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Re: Post-Apocalypse Firearms
To shift the focus of the thread over to some crunchier conversation, what should I allow my players to buy for gear at character creation and in play?
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08-20-2015, 11:28 PM | #34 | |
Join Date: Nov 2007
Location: Sydney
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Re: Post-Apocalypse Firearms
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I think first you need to set campaign TL as that determines starting income and gear available. Then there's consideration of higher (or lower) TL to allow certain equipment. Probably there's a better way in a post apocalypse campaign which might have so many split TLs it's nonsensical to talk about a campaign TL. Add to that individual cities that night be ahead in say guns and trade or steal for a petrol refinery and that gets more confusing. Redo TL for your campaign? Set a baseline of what's available then call higher TLs and lower TLs levels based off that? |
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08-20-2015, 11:41 PM | #35 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Post-Apocalypse Firearms
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As for the mixed TLs that's how I handled my 'mostly' TL4 (with dips down to 3 and some 'bumps' up to 5-12) Gamma World Fantasy campaign. I just decided at what level I wanted them to start at and then played it out from there. But I also dropped the standard TL skill penalties and treated it as Familiarity penalties. So a Musketeer could 'pretty quickly'* learn to use an M-16 or Alien Death Ray with his Guns (Longarm) if he found one. * Like several weeks. |
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08-20-2015, 11:49 PM | #36 | |
Join Date: Aug 2015
Location: Kenai, Alaska
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Re: Post-Apocalypse Firearms
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08-21-2015, 12:41 AM | #37 |
Join Date: Jun 2006
Location: On the road again...
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Re: Post-Apocalypse Firearms
For the TL, I'd recommend TL 5. Flintlocks are the staple during that time period; caplocks and brass cartridges come in late in TL 5, near the start of TL 6; they don't define it. I reckon a case can be made for late-TL 5 brass cartridges being a TL6 tech that appeared earlier than the rest of TL 6 by a decade; adjusting those guns from the 1870s to TL 6 would essentially double the price of all those old west revolvers, rifles, and shotguns. Caplocks are a late-TL 5 tech, which you might or might not want to use.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
08-21-2015, 12:45 AM | #38 | |
Join Date: Aug 2015
Location: Kenai, Alaska
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Re: Post-Apocalypse Firearms
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08-21-2015, 12:49 AM | #39 | |
Join Date: Jun 2006
Location: On the road again...
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Re: Post-Apocalypse Firearms
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So, it's not TL5 you need to worry about, it's TL7. Through TL6, Good quality is the default.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 08-21-2015 at 01:18 AM. |
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08-21-2015, 01:04 AM | #40 |
Join Date: Aug 2015
Location: Kenai, Alaska
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Re: Post-Apocalypse Firearms
I stand corrected, though TL5 Steel is a massive leap in metallurgy compared to TL4 by default it doubles the DR of armor with no extra cost or weight. Not that this is necessarily a bad thing, but it can get confusing. It also makes me do more bookkeeping because I can't just hand my players a copy of low-tech and telling them no exotic items or only universal items then sprinkle in high-tech items as needed.
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