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Old October 6th, 2012, 07:41 PM
Dragoner Dragoner is offline
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Originally Posted by Leitz View Post
I have more reality than I care for, sometimes. The story is what entrances me, and I like to have uplifting moments. That's why I avoid "gritty" games or stories.
Trav has been noted for being gritty, it is what it is, though this definition is different for everyone.

I've seen some pretty terrible stuff in life, no I don't want to replay that.

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1. The DM's ability to convey the scene is lacking. Having been in rough parts of rough towns, it becomes perfectly clear that you're in a bad spot long before the denizens take real notice of you.
I lived here up until three years ago this month: http://3.bp.blogspot.com/_2wBh8QfqZU.../murdermap.jpg

Oddly enough, yes you can just catch a bad case of automatic fire from out of nowhere.

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2. The DM's understanding of firearm usage is limited.
I own a bunch, I try to keep up.

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3. The DM hasn't considered the effects of human physiology on the shooter.
Ye olde morale check. PC's are lucky, I often have NPC's check their morale before combat.

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4. The DM hasn't thought about wounds and effects from being shot.
Here is the view from quantico: http://www.firearmstactical.com/hwfe.htm

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5. The DM feels my enjoyment is less important than random effects from inanimate objects.
It's a give and take, I can only be as creative as the players make it, ultimately it is in their hands.

IMO this does play back into the heroic deal in that anybody can be a hero and I don't set up regular people as targets, they have lives and everything else, with their own motivations.
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Old October 6th, 2012, 09:18 PM
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Quote:
Originally Posted by Dragoner View Post
Trav has been noted for being gritty, it is what it is, though this definition is different for everyone.
Really, the culture seems to be but the rules themselves don't require it.

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I lived here up until three years ago this month: http://3.bp.blogspot.com/_2wBh8QfqZU.../murdermap.jpg

Oddly enough, yes you can just catch a bad case of automatic fire from out of nowhere.
What was the hit to rounds fired ratio? If it was more than 1-3% I'd be surprised. Not that being in that percentage is any fun, but full auto fire is generally more surpressive than effective.


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I own a bunch, I try to keep up.
Many DMs don't; their knowledge is the rule book and the theatre. Not many have been shot or shot at. Not many have tried to put any speed, power, or accuracy into it.

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Ye olde morale check. PC's are lucky, I often have NPC's check their morale before combat.
That's a great mechanism. Often military PCs can be given the option. Not sure about non-Military PCs. Angelo would probably dive for cover while John would find cover and return fire.

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Here is the view from quantico: http://www.firearmstactical.com/hwfe.htm
Nice!

Paragraph1, Page 4 and Paragraph 3, Page 6 seems to agree with me earlier.

Page 11 supports the stuff from Striker; Military veterans with heroism awards were less likely to be incapacitated. I loved that!

Assuming sufficient penetration capability then perhaps a better "damage" scale would be based on the to hit roll with mods for penetration? A 38 Special Snub might take a -3 to the roll and a .357 SIG out of a full sized barrel might get a +3.

The report really seems to sum up what I thought and had gathered from experience. They say it better, though.

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It's a give and take, I can only be as creative as the players make it, ultimately it is in their hands.

IMO this does play back into the heroic deal in that anybody can be a hero and I don't set up regular people as targets, they have lives and everything else, with their own motivations.
Normal people can be heroic. However, we tend to focus on fiction characters who are especially fit to be heroic in some form or fashion. "The best <fill in the blank>".

But yeah, in the end it comes down to how the players and DM come together to write the story. That's why I try to give my DMs as much info as I can without drowning them in it, and why I look for games that are closer to my ideal.

Right now John is in a tricky but manageable spot. He felt the Raiders were misrepresented, even by his own initial intel. Putting the camp in "wait and get shot" mode was risky for morale and gave all the advantage to the raiders, should they attack. By going to look first hand he eliminated false intel and is getting a better sense of the threat. He is on high alert, mentally, but he's trusting his instincts that these folks will either deal or at least give him and Jaq a chance to retreat, given sufficient threat.

It also goes back to situational awareness. John is accepting the risk because he's seen the alternative. He might die here but the odds are in his favor. He has a better than that chance of turning a bad situation into a good one and that's worth a little risk.

Not sure if you read that one back story I sent you but it may explain things better.

Leitz
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Old October 8th, 2012, 12:31 AM
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I have read every backstory, except I don't know which one you are talking about exactly, you should put them in John's bio though, shame to let it be wasted in just messages.

While I do understand what you are saying about being a hero; imo, anyone can be a hero, it doesn't take triple F stats to be so, and if some fault gives a character more, I don't know, ethos, pathos? So that they then are even more heroic. I have nothing against heroism in itself, it is just the "The invincible winner, and you know that you were born to be..." is a Pat Benetar lyric, maybe its me being from the 70's and 80's.

All of it is a balance, roleplay versus rollplay; realism versus playability; story arc versus freedom of action....it is actually pretty tough being a GM.
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Old October 9th, 2012, 05:47 PM
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I agree deeply that characters need to have something that provides depth. It's fun to watch old movies and see how the NPCs were developed more than many main characters are today. It is also fun to see how larger than life characters can have the same sorts of struggles we all do.

To me that's the real measure of depth of character. What does the hero do when he doesn't have to do anything? Does the guy with high physical stats put himself at risk for others or does he primp and preen and skulk away? Does the intelligent person stay in a boring job or do they pit their mind against great challenges? Does the high SOC person lord it over a small fiefdom or do they help bring their people to greatness?

It's not the stats that give depth, but the heroic choices against great odds.

Leitz
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