Re: The Horrors of Realistic Weapons
In reply to #661 The Horrors of Realistic Weapons. by Greg Givler - QA
Replies:
- #669 Re: The Horrors of Realistic Weapons by Adrian Hurt
I had to respond to this article. First let me say that I think that GDW on the whole has produced some of the best combat gaming systems ever done. For example: the Citadel, Avalanche, Crusader, Striker, Command Decision, Twilight 2000 and First Battles games all have very good combat systems. So I think that I have to disagree with Mark on most of what he states in his article. But what constitutes a good system to me probably doesn't touch base with Mark. I prefer systems that emphasize the command side of combat to the technological, it sounds like Mark prefers the opposite: >For a start, I have had to develop my own damage system--based not on >statistics, for the most part, but on (a) location of hit on a person's >body and (b) the actual damage caused by the weapon. Realism is subjective and most gamers seem to feel a system is realistic only when they can be a Field Marshall and a Private in the same game. (Well maybe that is a bit of an exaggeration, but hopefully you'll get my drift). There is also a problem (as you said) with encumbrance, the more detailed you get with a set of rules the less playable it is. For example, TAC Force is an extremely realistic modern armor system, but it is practically unplayable due to the detail i.e. a minimum of an hour to work out a minute game time. Given that a typical modern action lasts 15 to 20 minutes... However, the game is very worthwhile as a reference. If you want to work out individual damage then you have will be limiting the size of your games to probably the squad level. Which may work fine for the kind of campaign your running, but a publisher can't tailor their rules to your situations only you can do that. As for GDW specifically I have great respect for Frank Chadwick's work and less for Mark Millers. This is mainly due to the fact that Frank spends more time tuning his systems by running them past outside playtesters. He seems more open to other peoples opinions and more in touch with his audience. As for weapons ratings this is always subjective, and as for bows specifically I believe the bow in the rules is meant to be the normal primitive short bow. I think stats were given in one of the JTAS for long bows and composite bows. We did quite a bit of low tech striker and that rating works out correctly. Why do you think everyone in the world threw these away for smoothbore muskets which have an accuracy when shooting at a man of 30 feet? With most bows large die mods should be needed to use them at all effectively. Modern Hunting bows may be a different matter and if that is where you have experience add an appropriate rule for it. I don't think anyone has ever not had to make provisions in a game for what he feels is the right balance. The rules for Traveller are not meant to be a Bible, only to be a guide or a base from which to start. We constantly made up new skills while playing Traveller. I redesigned the computers when I ran Traveller games, because I know about computers, they don't. Their rules were OK for most people, but since I have specific knowledge I expanded the rules till I felt comfortable. Even Frank Chadwick frequently makes up new rules as we go along. For example last winter we began running a Korean War scenario for Command Decision called East of Chosen. We were faced with the problems of human wave assaults for the first time. So we made up rules that fit. Now I don't know what Mark feels is improbable or wrong, but I don't see how he can say they have no clue about what they're doing. Especially since he offered us no reason to believe that he does. If you don't like a combat system and want to make up a new one that fits what you feel is the way to go, so what? This doesn't mean the old system is wrong, it's not a black and white situation. Especially since this is science fiction and who really knows how it works or even if it could ever work. If you don't like the abstract damage system for wounds, then design your own. There are plenty of guides out there. Twilight 2000 has a rating based on limbs, torso and head. There is even a game called Bio 1 which works out for bullets what got hit and how much the character bleeds. Non Cuniculus Est, Tom H. All opinions and material above is the responsibility of the originator. Submissions: [email removed], or [email removed] Administrator: [email removed] (James Perkins) The TML is made possible by facilities provided by Tektronix, Inc.