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How to do Firearms

Posted: Thu Feb 18, 2016 9:31 pm
by demonskunk
Hey, I'm running an OVA game, and I'm not really sure how to handle firearms?

I thought that the "Ammunition" ability would work for it, but it doesn't really work well, since you can't 'reload' the weapon easily after shooting a set number of times, only after "A large amount of time has passed"

But at the same time, the "Activation" ability makes more sense for something like a cross bow or a bolt action rifle - where you have to reload after every shot.

I'm not sure what to do for something like a revolver that has 6 shots before a reload. Any advice?

Re: How to do Firearms

Posted: Fri Feb 19, 2016 12:52 am
by Sabersonic
The only suggestion I can give on the subject at hand is to point you to Clay's own words on the matter.

Re: How to do Firearms

Posted: Sun Feb 21, 2016 2:45 pm
by Clay
In case you don't want to dig through the thread, the short story is Ammunition is not a flaw most gun fighters will use. They always have enough bullets, and when they run out of bullets, it's more likely to be the result of a Complication than any tally the Player is keeping up with. At best, you may want to make a Requirement that forces the player to reload every few rounds. (Sort of like Activation, but only worth -5 Endurance for the decreased frequency.)

Re: How to do Firearms

Posted: Mon Feb 22, 2016 5:28 pm
by Chris Brady
Yeah, Ammunition is badly named for what it intends to do.

Re: How to do Firearms

Posted: Thu Feb 25, 2016 7:47 pm
by demonskunk
I had a read through it, and yeah it kinda makes sense.
You could also just flavor it that you're using multiple bullets when you attack, not shooting just once.

Re: How to do Firearms

Posted: Thu Mar 10, 2016 1:49 pm
by Clay
Definitely! Never be afraid to flavor attacks and Abilities how you want to. If you want your character to fire six bullets in a single attack, that’s perfectly fine. (In fact, the Perk Overwhelming heavily implies your attack is actually many in the span of a second.