06-08-2018, 07:06 PM | #1 |
Join Date: Mar 2014
Location: St. Louis, MO
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Sub-Guns Skills
So i have a player who wants to build a 'slacker' type of character. The character would be unlikely to have any *real* combat skills, but due to his inclination to play the 'shooter' type of games, where the 'controller' is a brightly-colored plastic mockup of a gun, we figured he would have SOME sort of familiarity with Pistols (and, perhaps, Rifles, depending on the games he's played).
My immediate thoughts are of the Combat/Art/Sport versions of melee skills. Guns would be what a soldier would learn in boot camp, Gun Sport would be, perhaps, what an Olympic-level shooter might learn, and Gun Game might stand in for Gun Art, since I, personally, am unaware of any 'Art' form that has been developed for firearms - perhaps trick-shooting, but maybe that could be justified by Gun Sport? What say you all? Am I on the right track, or is there a better way? Maybe a Games skill with a specialization of 'Arcade Shooters' which maybe gives a better Guns default than normal? |
06-08-2018, 07:30 PM | #2 |
Join Date: Jun 2006
Location: On the road again...
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Re: Sub-Guns Skills
I could see Beam Weapon Sport being a skill he'd pick up playing shooter video games.
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06-08-2018, 07:40 PM | #3 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Sub-Guns Skills
I would consider Gun/Sport to be competitive shooting, hunting, or paintball, and Gun/Art might be a good candidate semi-realistic VR games that superficially give you experience with shooting but mostly give you a bunch of bad habits.
So I think your approach is a good one.
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06-08-2018, 08:31 PM | #4 |
Join Date: Feb 2005
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Re: Sub-Guns Skills
Problem is, Guns skill of any kind implies other abilities besides the ability to hit the target. Immediate action drills, for example, which he would have no clue how to do. Reloading. Basic maintenance. Windage and sight adjustments, There’s also no telling how good he actually is with his game laser pistol... how big the target box in the game really is, etc.
In GURPS there’s two components to firearms skill: skill with the weapon type and familiarity with the specific weapon. It is possible to be skilled in a class of weapons, such as pistols, but unfamiliar with the specific weapon you have... such as da/as semi autos when you’re usd to da revolvers. It is also possible to be unskilled in a class of weapon BUT familiar with a specific weapon. This happens often in the military. A recruit might gain a point in rifles and be familiar with the M16... but have a few hours instruction and fire a hundred rounds or so on the M240 during “familiarization”. It would be possible to have no points in Guns: Machinegun but be familiar with the M240. SOmeone who has only “fired” guns in a video game has NONE of this experience. Never experienced recoil. Never reloaded. Never chambered a round. Never loaded rounds in a magazine. Never disengaged the safety. Never safed the weapon. Never unloaded it. Never adjusted aim for range or windage. All they might have done is shine a flashlight on a computer screen in approximately the right place at about the right time to make the light coincide with an image on the screen. If you’re playing a cinematic game, sure. Let him have “art” or “sport” skill.... the same skill people who shoot real guns for a living develop. In a realistic game, not only would he get no skill or familiarity, and take full penalties for both, he’d have Delusion: I know how to shoot. |
06-08-2018, 09:11 PM | #5 | |
Join Date: Jun 2013
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Re: Sub-Guns Skills
Quote:
I have little doubt I'd be unable to hit the broadside of a barn in an actual combat situation, but since then I've taken to doing a bit of plinking with a pellet rifle, and I'm actually pretty decent at that. The above defaulted Guns is going to be more akin to Guns (Sport) than proper Guns skill, of course.
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06-08-2018, 10:32 PM | #6 | |
Join Date: Apr 2005
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Re: Sub-Guns Skills
Quote:
More likely, you've got Games skill which defaults to actual Guns skill at -4 or -5. Just possibly, a background of playing games might justify levels of Talent. All those hours playing realistic simulations, studying the subject, etc. has given you lots of grounding in what you should do in real life. Your status as a well-prepared newbie is likely to impress instructors and fellow students and gives you a bonus to skill beyond what your training level would otherwise indicate. |
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06-08-2018, 11:46 PM | #7 |
Join Date: Mar 2014
Location: St. Louis, MO
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Re: Sub-Guns Skills
So far, I'm liking the Beam Weapons Art/Sport option the best. It occurs to me that a 'gun' from one of those target-shooting games would, in fact, be a 'beam weapon', since it 'shoots' an infrared 'beam'. The lack of recoil, for one, would make it much closer to a 'laser' sort of weapon than an actual firearm. I might go with that, but I'm perfectly willing to entertain any other ideas anyone might have.
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06-09-2018, 12:41 AM | #8 |
Join Date: Feb 2011
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Re: Sub-Guns Skills
An obsessively detailed shooter game could include a great deal of factual information, comparable to book-learning for firearms. Naturally, it wouldn't help you hit things.
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06-09-2018, 01:17 AM | #9 |
Join Date: Jan 2006
Location: Central Europe
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Re: Sub-Guns Skills
That is what I would do: give a default from Games to Guns for the purposes of hitting. Yes, this means that there is no benefit if you ever put a point in Guns, but it is simple.
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06-09-2018, 09:12 AM | #10 |
Join Date: May 2007
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Re: Sub-Guns Skills
Another possibility for representing such a character is the Dabbler perk spread among Gun specialties and possibly Tactics.
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