07-31-2016, 06:26 PM | #21 |
Join Date: May 2016
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Re: Wild West Game Experiences
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07-31-2016, 11:01 PM | #22 |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: Wild West Game Experiences
Wouldn't that be relevant in a California-mining setting? It is true that you are near settlements so whatever local cures are available are available. But that was a time when nobody could count on efficient medicine. Moreover what counted as state-of-the-art then wouldn't be reaching California in large enough batches to supply the influx of population.
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08-01-2016, 01:06 AM | #23 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Wild West Game Experiences
Quote:
Troupe-style play (where each player plays one soldier in each squad of the platoon, or a wizard, a guard, and a villager so any one character being killed, captured, crippled, or sent away for an extended period is no big deal) can work, but ditto.
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08-01-2016, 07:00 AM | #24 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Wild West Game Experiences
Quote:
I think that by 1849 most Anglos would have guns converted to percussion-lock, although Spaniards, Indians, and backwoodsmen might still use flintlocks. It was an easy change and avoided messing around with loose powder and having to keep a properly shaped and seated flint. The only changes are to Malf and maybe reloading time ... pretty sure there is a sidebar in HT with the rules.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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08-01-2016, 11:18 AM | #25 |
Join Date: Dec 2012
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Re: Wild West Game Experiences
One idea you might consider is using the "Survivable Guns" rule from Pyramid 3/44 Alternate GURPS II. It reduces rifle/high-speed bullet damage while maintaining penetration. I think the results it gives seem fairly realistic given that people often survive and keep fihting after receiving non-vital wounds from rifles--hard to do with the high damage of basic GURPS.
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08-01-2016, 12:01 PM | #26 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Wild West Game Experiences
For what it is worth, I'd suggest that the original poster not use the optional rule that there is a 1 in 6 chance that a torso hit results in a vitals hit. In my last campaign set in the 1870's, one player character in an "Outlaw Jose Wales" style confrontation with 3 gun slingers took out two of the three opponents with out too much difficulty, but both he and the third guy were taken out via that 1 in 6 rule. Both required surgery from the town's only Doctor, and only because the player character was operated upon first did he survive. The NPC bled out on the table.
If anyone wants a copy of my GURPS Character Assistant data file for adventure guns, let me know via email, and I'll send it over. |
08-01-2016, 12:57 PM | #27 | |
Join Date: Apr 2015
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Re: Wild West Game Experiences
Quote:
One of the PC's in the party will be playing a dedicated doctor character, so I'd like injury treatment (specifically surgery on a mortal wound!) to come up a few times. Random hits to the vitals has also been a long standing rule with the group of players I'm going to be running this game with first, so I think they'll expect it and plan accordingly. For a group newer to GURPS I think I'd agree and leave it out. I'll have to look at Survivable Guns, was the basic idea to half damage and add a (2) armour divisor.
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08-01-2016, 01:56 PM | #28 |
Join Date: Dec 2012
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Re: Wild West Game Experiences
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Tags |
advice, experiences, old west, west, wild west |
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