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Join Date: Feb 2011
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I was thinking earlier that I don't really want to use all of ultra-tech, and I don't need the hundreds of historically-accurate firearms in high-tech. What I want, as a GM, is a set of tables that lets me make guns of arbitrary detail and quickly. I imagine that the Space star system generator is an excellent model; it's based on reality, but each step allows for more detail and more GM control of the final product.
Such a system might work like this: 1.) Select the skill to be used (pistol, rifle, shotgun, exotic...) In any TL8 game, this might be all you need; you can use the template for a perfectly ordinary pistol (rifle, or shotgun). If, however, you want to do something more complex... 2.) Select the subclass of the weapon (rifles become assault rifles, hunting rifles, sniper rifles, for instance). This only reflects large changes in the way a weapon is used, or differences that even the most naive moviegoer would recognize, such as the difference between a revolver and a semiauto pistol... or possibly (if the system includes such things) a recurve and a compound bow. 3.) Select the TL of the weapon This suggests modifiers to the weight, damage, etc. of the weapon. This is a loose guideline, of course. It might include _variant_ historical charts if the GM wants to make very balanced but unrealistic TL variations, or if they'd like to make most TLs rather similar. This step also includes the first real measure of the mechanisms of the firearm; the GM can choose to make flintlocks, breech-loaders, muzzle-loaders... compressed air guns... lasers... In each case, the system can suggest stat modifications. 4.) Select a specialization for the weapon Having made a generic gun of a certain type, this step provides major modifications that change the way the gun works in smaller steps. You can modify damage, range, rate of fire, ammunition capacity, accuracy... GMs seeking to simply make a better or worse gun can simply change the stats, of course, but this step also includes considerations such as higher rates of fire increasing malf rates, larger caliber increasing cost... Of course, such changes would be at a premium if a PC is making a custom gun, while something that mooks get would be mass-produced. This step is what makes an AK-47 different from an M-16, or a desert eagle different from generic 9mm. 5.) Select quirks for a weapon Minor features, such as mounting rails, detailing, presumed history. If you want to fit your fictional gun into your player's world, this can provide that information in this step. If a PC wants to get theirs plated in gold, this is the step for that too. At any point in this process, the gun can be used, or the GM can keep going to make a less generic item. --- So, does this exist, and if not, would GURPS users be interested in such a project? Last edited by PTTG; 02-26-2014 at 10:04 AM. |
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| Tags |
| gm utilities, gun, gun fetish, guns, too many guns |
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