Gun Safety Rules
Like those found here.
Would they be part of the Guns skill or would they be an SOP Perk (Power-Ups 2 p.15)? |
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OTOH, if you learn your skill from your time as a drug dealer, you will presumably not learn them. I'm leaning towards SOP myself, but I wanted to ask the hivemind.
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Cheers HANS |
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Treat, never, keep, keep.
Definitely part of the Guns skill. |
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Would we have all the accidents if it was part of Guns skill?
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I'd probably just incorporate it into their Job roll. The consensus seems to be that it's part of Guns skill.
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The vast majority of accidents are either: 1. Critical failures from someone rolling against Guns, or 2. Someone using Guns at default And many, many, many criminals use Guns at default. Just from a game mechanic perspective, how many criminals do you know that get 200+ hours of practice with guns? Let's say that a typical criminal gets in a gunfight every month (which is actually ridiculously frequent; in reality, it might happen twice a year, even to an inner-city drug dealer). The average gun fight lasts a lot less than a minute, but let's pretend it's a full minute to be even more generous. That still means that it would take said criminal 1,000 years to acquire a single point of Guns. :) In real life, people with Guns skill have trained in it. They spend several hours at a time on a range, and go back week after week; and if they really care, they work under the tutelage of a trained instructor. Or they grew up with hunting parents, who taught them how to use a gun at a young age, and have been shooting for a few decades. Either way, we're talking about a combination of regular use, long hours of use at a time, and actual training. |
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I'd say someone could learn how to shoot without being familiar with safety rules, and someone could just outright ignore some (or all) of them. The grand total of 1 time* I've actually fired a weapon, I noticed the other people - including a guy who had previously been in the military - tended to ignore the "finger off the trigger" bit (although they did keep the others in mind), despite them being better shots than me (so they probably weren't working off default).
Maybe call it a Quirk: Doesn't Follow Gun Safety, with the effect that you have an increased chance of accidental discharge. The Perk version (SOP: Gun Safety) would mean you essentially never have an accidental discharge. *OK, technically I shot a crappy .22 that couldn't hit the broadside of a barn once when I was somewhere around 12 years old. I don't really count that, though. |
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Pretty much a non-starter as far as adventurers are concerned, but there are plenty of people who have it in real life. |
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A compromise? Knowledge of the Rules are part of the Guns skill. Being able to say to the GM at any time "No, because I follow the Rules" and smirk, and get away with it, requires a Perk.
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That said, I can see no reason to ban a Standard Operating Procedure perk for proper gun safety. |
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Making this a perk results in perk inflation, especially in light of books like Tactical Shooting, which feature so many other perks with real utility. I can see no good coming out of characters being charged points for nuisance stuff like this when they can get, for the same point, a Concealed Carry Permit, proficiency in complicated Battle Drills, or access to cheaper gear -- or, indeed, a SOP that actually helps them survive. This is a part of Guns skill. In fact, I write in Tactical Shooting that safe operation of the gun is part of Guns skill. Cheers HANS |
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I didn't mean to make unfounded assumptions, but I'd frankly be surprised if a large percentage of accidental shootings related to negligent gun handling didn't also involve drugs or alcohol. |
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SOP (Gun Safety Fanatic)The last bit overlaps with Lightning Fingers, but it also follows logically from the first bit. That is, the consequence of dropping a hammer too quickly is an accidental discharge -- so if you're immune to that, your character should be able to drop the hammer as fast as he likes! (PS: This paragraph will make a lot more sense once y'all have read Tactical Shooting, sorry!) |
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Excellent. I'll just add that haranguing everybody else about gun safety can easily lead to an Odious Personal Habit.
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FWIW, I'd charge a point if a character wanted to be completely immune to accidently burning themselves or falling down stairs.
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Being anal retentive about safety around other people that are usually safe, with one or more people being lackadaisical is not going to annoy the serious shooters. I took away one of my Marine's rounds for the duration of the war because he was wandering around with a round in the chamber when he wasn't supposed to be. No one thought I was out of line. |
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I'm no expert (although I've almost been shot twice -- by negligence) but IMHO there are two groups that are especially dangerous with firearms.
1.) The rookies who don't know the rules; 2.) Some of the old hands, who think they're so experienced that the rules don't apply. Two relatives of mine were shot (not fatally, thankfully) by this latter group. If you follow the rules of firearms' safety religiously you will NOT shoot anyone. If you don't you well might. So, for GURPS, you can have some guy with about 8 points in Guns still make a mistake (see #2 above.) |
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1. Basic gun safety rules are part of Guns. Knowledge of the skill implies that you know how to safely handle the things, but of course you can still make mistakes. 2. SOP (Gun Safety Fanatic) means you go above and beyond, always making sure you adhere to the rules, effectively preventing you from making mistakes. 3. Pants Positive Safety (which is of course cinematic) means you habitually break the rules but don't get penalised for it. My main concern is that there is no 0. SOP (Gun Safety Rules). Unless you have this, you don't know the safety rules and often make mistakes that get you or other people hurt. There are two game-immanent reasons for this: One, this really is part of Guns skill, and most examples of people breaking the rules is because they don't have the skill (default), they roll bad, or they have some relevant disadvantage. Two, if there really were such a perk, then the majority of shooters, certainly those that people like to play as PCs (ie, good shooters with sound tactics etc), would be required to have this perk, which means they'd have one less point for other stuff, especially other perks that are actually useful. Cheers HANS |
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GURPS broadly assumes that any skill in which you have points was studied – at school, under a master, or at least from good books – rather than learned through trial and error. For instance, anbody with Chemistry has basic chemical safety, anybody with Driving has his license and passed the safety exam, and anybody with Guns has taken and passed a safety course. Nobody needs a perk except when he can do something that he knows better than to do without having to suffer the consequences of that action (e.g., Pants-Positive Safety).
Not knowing about basic safety for a skill is a quirk. I would say that the net effect of this quirk is that you roll at default for safety checks. Thus, a trial-and-error driver with such a quirk might have DX 12, IQ 10, and Driving-13, but roll at IQ-5 (5 or less!) if the GM wants to see whether he did something dumb, like leave his car stopped in neutral on a hill without the parking break on. Likewise, a trial-and-error shooter might have DX 12, IQ, 10, and Guns-13, but roll at IQ-4 (6 or less) to avoid idiocy like walking patrol with a round in the chamber, the hammer cocked, and a finger on the trigger. When a science or a piece of technology is first developed, just about everybody might have this problem! I suspect that most pilots in the Wright era had it for Piloting, for instance. And yeah, I consider it absolutely legit to let a character get Guns "for free" by taking Guns (E) DX [1] and "Guns accident waiting to happen" [-1]. He fires guns at DX in combat, but rolls DX-4 or IQ-4 most of the rest of the time to avoid shooting himself or his allies. Of course, the GM should only allow this if he plans to enforce the rules for safe firearms handling, and the GM is well within his rights to be aggressive about asking for safety checks from anybody who gets points for such a quirk. |
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Kromm (as always) makes a lot of sense.
I can't help but wonder, though... given two people who've never held a firearm before, if one of them has received the safety lecture and comprehends the Rules enough to make a valid attempt at being safe even if he can't necessarily recite them from memory doesn't he stand an improved chance of not shooting his own balls off versus the other guy? |
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BTW, I am very glad that my local Wal-Mart no longer carries firearms. I'm convinced that the salescritter I dealt with did not merely lack the Guns skill, but had Incompetence: Guns. He kept waving the gun he was showing us around in a potentially hazardous manner even after we pointed out what he was doing wrong. |
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Sometimes I really do wonder whether Marines are the only people to be trained specifically to do what they're friggen' told instead of acting like Billy Bad***. |
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I've seen a grand total of one negligent discharge. The soldier in question had her finger too near the trigger while holding her weapon in the low ready. I was about to speak when she suddenly fired a round into the dirt.She looked surprised. Dear Lord, but the poor Iraqi prisoners who were being moved past her freaked out! Of course, every once in a while some nimrod pops a round into the clearing barrel. This has never occured in my presence, though. |
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Seriously, telling people to rack, rack and then pull the trigger without at the very least telling them to eyeball the chamber, or wiggle their pinkies in it first, is just asking for trouble. |
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Hmmmm...Common Sense- wouldn't this advantage tend to eliminate a lot of unsafe/improper handling issues?
I mean, an adult from any culture in which guns are known and understood to be potentially deadly wepaons (most of the Earth, now) without any points in the Guns skill should already know that
These points of basic safety are really common sense, not arcane rules. Yes, a lot of people are morons. Some morons are trainable, others are not. |
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A Father's Advice
If a sportsman true you'd be Listen carefully to me. . . Never, never let your gun Pointed be at anyone. That it may unloaded be Matters not the least to me. When a hedge or fence you cross Though of time it cause a loss From your gun the cartridge take For the greater safety's sake. If twixt you and neighbouring gun Bird shall fly or beast may run Let this maxim ere be thine "Follow not across the line." Stops and beaters oft unseen Lurk behind some leafy screen. Calm and steady always be "Never shoot where you can't see." You may kill or you may miss But at all times think this: "All the pheasants ever bred Won't repay for one man dead." Mark Beaufoy - 1902 |
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Some weapons are also easier to handle safely than others. People are a lot less likely to make a bad mistake with a long weapon than a handgun, for instance, because it's a lot easier to turn a handgun and point it in a bad direction. Although the only time my grandfather (a police officer and one of the best and safest shooters I have known) was shot was with his own .22 rifle while crossing a fence. The doctor was not sympathetic and used the cotton swab he cleaned the wound with much like a ram-rod. |
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The majority of people probably do use guns by default, but I dont see any reason they cant have at least some chance of not shooting themselves or doing other stupid things if theyve at least had some vague training
I mean, a few trips to the range and suffering through a hunters education course is not going to impart a point in guns, but should for someone who pays attention to such things avoid stupid mistakes http://www.tpwd.state.tx.us/publicat...ter_education/ Shows hunting related accidents yearly before and after the law for mandatory education . . . . the education isnt enough to get gun skill, but apparently enough to reduce accidents How should this be modeled? |
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Knowing and doing aren't necessarilly the same thing, of course. Lots of people to know better. |
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Does it need to be modelled? I'm serious. I mean, do we have GURPS skills for looking both ways before your cross the street, cleaning your body in order to to stay healthy and smell nice, tying your shoes, or changing the batteries in your smoke alarm as needed? Some things are simply common sense or common knowledge and are not complex, deep, or broad enough to be skills in game terms. |
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What I know about guns is that when you pull the trigger magic happens and a bullet comes flying at speed from the end with a hole in it. *It expired many many years ago and since he didn't have a firearm he didn't renew it. |
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People handling guns for the first time assume that pulling the trigger is likely to instakill someone, but they can carry it around with their finger parked in the guard without accidentally pulling the trigger. |
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Not to minimize the importance of gun safety, but please remember that almost no gun-safety-ignorant, gun-toting people accidentally shoot someone, even when drunk. Like car accidents (accidents, not crashes that occur because your character thought he could drive his semi down stairs on flat tires), gun accidents are so far down the probability curve that RPGs have to either massively inflate the danger, or approximate that they never occur at all.
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Anecdotally I'll also say that most minor gun accidents in the military go unreported, the more egregious ones will result in article 15s and Captain's Masts, and the truly egregious ones result in court martials, but for the most part the vast majority of minor incidents are handled at the lowest level necessary to drive the point into the tool who jacked up. |
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I maintain that a GURPS character with the Common Sense advantage and of the appropriate TL would grok the basics of safe firearms handling even without proper training. Training would reinforce his natural common sense approach to safety, of course. Paying for Common Sense helps the PC avoid doing stupid things- like pointing a gun at your buddy, not checking to see if it's loaded, etc. |
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I wasn't able to find any statistics on what percentage of that involves someone under the influence of alcohol as the shooter, but I'm guessing it's a healthy chunk. |
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Somebody should tell the 'libyooorawls' to ban cars. They pollute our beautiful planet and kill more people than those nasty old guns. :) |
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Oh, wait, they've taken us seriously, Crakkerjack. Good thing I don't smoke... |
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You'd need to compare actual rate of usage between the two, not overall numbers, and even then it's still quite a bit of apples and oranges. After all, you don't have any accidents when you car is locked up in your garage, just like you don't have any accidents when your gun is locked up in its gun case. |
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We may die, but we'll die clean! XD |
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According to the book Gomorra, the camorra (the mafia of Naples) even trained young boys to overcome fear and surprise caused by enemy fire... by having them wear bulletproof vests, and repeatedly shooting them with handguns. So if it is true that a drug-dealer won't be a sharpshooter (a drug dealer outside of the U.S. isn't even likely to own a firearm), a dedicated thug working as "muscle" for a criminal investigation is likely to have received some sort of training. He might very well be more used to actual gunfights than all those policemen who work mostly at their desk (and who arguably have only Guns (sport), not actual Guns skill). |
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Anywho, as you note it neglects all the people that don't die by guns because they're never around them, and neglects the fact that even gun owners use cars a lot more than they handle their guns. I did try to account for the first case, by tweaking gun deaths to represent ubiquitous ownership like we have for cars. As for the second, I suppose it'd be more accurate to say that "if you own both a gun and a car, you are 20 times more likely to be accidentally killed by a car (not necessarily yours) than a gun (not necessarily yours)." |
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In most of the country, yeah, having your own wheels is the way to go. |
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