Re: The Horrors of Realistic Weapons

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TML message #664From bundle 61Read the whole thread (6 messages)All messages with this subject

In reply to #661 The Horrors of Realistic Weapons. by Greg Givler - QA Replies:
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.

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