View Single Post
Old 10-05-2016, 11:14 AM   #5
DAT
 
Join Date: Jan 2005
Location: Idaho Falls, Idaho
Default Re: ammo in a cinematic western.

Quote:
Originally Posted by Drath3n View Post
OK, so I am running a very cinematic western. I have told them that they are essentially in a movie. I don't like the idea of players being ammo accountants and having to basically sit out for the rest of a fight because they have to reload. But I also don't completely like the endless ammo concept either. So my thought is to turn crit fails in to a "out of ammo" or for carbines "riffle jams" that take 1d turns to rectify or 1-2 turns with a quick draw ammo skill. What are your thoughts?
Not sure if taking away crit fails is a good idea. May need to test it.

In GURPS Gun Fu, there is the "Quasi-Realistic Ammo" variant (p.20) to the Infinite Ammunition Perk (p.19).

One alternative idea to consider, which I have seen work nicely for a con game, is to use physical counters:
- little glass or plastic beads. One bead for each ammo round the character carries, shoot one, through one of your beads into a center bowl; shoot three shots, through three beads ...
- poker chips. white chips are one round, red chips are 3, blue chips are 6, ...
- counter dice
- slide counter
DAT is offline   Reply With Quote