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Message no. 1
From: Neal A Porter <nap@*****.PHYSICS.SWIN.OZ.AU>
Subject: Re: Gun Happy Chars
Date: Mon, 14 Feb 1994 14:36:36 +1100
This problem with chars that think with their guns rather than their heads
seems to be an epidemic, I think that all of us at some time or another have
had to deal with it. There are a number of things you can do.

1) Kill all the players, and keep killing them until they get the message.
This often leaves you without any players at all as they think you are
picking on them.

2) Talk to the players, point out that using their brains may help more than
their guns.
A good option, but some players just never learn.

3) Try another game system, for a short time at least, were the players are
ment to use exesive violance. Try to work it out of their systems. If they
seem to enjoy the other system more, then stop playing SR with them and
find youself a smarter group to play SR with.

In truth I'm not sure if these will work or not, I've already gone through
two groups who used guns instead of brains. I'm now on my third group, they
actually work as a team {well most of us do}.

In short not every group is suited to SR, and if they are not suited you
should find youself a group that is.

A'Deus.
Message no. 2
From: The Deb Decker <RJR96326@****.UTULSA.EDU>
Subject: Re: Gun Happy Chars
Date: Sun, 13 Feb 1994 23:55:45 -0600
> This problem with chars that think with their guns rather than their heads
>seems to be an epidemic, I think that all of us at some time or another have
>had to deal with it. There are a number of things you can do.

Three great options deleted. Try castrating them as well. Less testosterone,
less gunplay. Of course, this only works if they're guys. . .

Another option is to carefully forewarn them that the next adventure/scenario
will be played out realistically, not just in combat but in the way off-screen
NPCs decide to do things. I've used this approach in my cyberpunk game (though
I must admit my players aren't quite as gun-charged) and so far there have
been only two shooting matches: one player-instigated (and he quickly
backed out when he realized he could not take the bad guys, who were armed
equal to him but playing smart) and another where, after trying to sideswipe
their tail, the fuel cell of their car was ripped to shreds by a hidden
LMG. All this time one PC is under deep, deep cover with the Mafia and
trying to figure out if sub-goon is onto him, or if the don himself is onto
him, or if he's still safe. . .


Play it real and the players will learn in a Pavlovian fashion.


J Roberson
Feeling particularly vile this evening - I was only half kidding about the
castration bit. . .
Message no. 3
From: Gian-Paolo Musumeci <musumeci@***.LIS.UIUC.EDU>
Subject: Re: Gun Happy Chars
Date: Mon, 14 Feb 1994 07:54:35 -0600
Just an idea. If the group is gun-addicted, take away their guns for a scene or
two. They should learn quickly. =)
--------------- ----------------
Gian-Paolo Musumeci [caris9-4@****.edu]
Supercomputing Applications
Message no. 4
From: Eric Christopher Trager <etrager@***.GWU.EDU>
Subject: Re: Gun Happy Chars
Date: Mon, 14 Feb 1994 12:45:50 -0500
On Mon, 14 Feb 1994, Gian-Paolo Musumeci wrote:

> Just an idea. If the group is gun-addicted, take away their guns for a scene or
> two. They should learn quickly. =)

Well, they might... But I don't think this particular GM wants to resort
to "god of the game" tactics to force his players to play as he wishes
them too. You can tell when the GM is bending the situation so things
work out just the way he wants them too, and I imagine the majority of
players resent it.

Let the players have their little HMGs and missle launchers (if they're
even available!); let the opposition have more, and the skills to use
them. When outclassed one way, you have to look for another... (assuming
some sensibility on the players' parts)

______
/ ___/
/ __/ _
/_____/ /_/
Message no. 5
From: "The Annihilator (Lane Wells)" <bwells@***.ETC.BC.CA>
Subject: Re: Gun Happy Chars
Date: Mon, 14 Feb 1994 13:16:40 PST
Hmmm...Well, I seem to be one of those 'gun-happy' characters. I can
usually keep under control until I am 'let loose' to go hose down a guard
or two. If your quickly losing friends try sending them on, like, a run in
the wilderness because one the shaman's totems is 'calling' or something.
And then put them up against a couple of greater wolverines
(Umm..Paranormal Animals of NA) to keep em' quiet. That'll give them some
time to go thrash on any thing that moves, and get their butts kicked. I've
actually used some strategy now because DocWagons are hard to come by out
there and I hate being carried home.
The Annihilator -- See Ya In The Shadows

Lane Wells
BWELLS@***.ETC.BC.CA
Fort Nelson, B.C.
Fort Nelson Secondary School
Message no. 6
From: Ahern T Stephan <maxim@*******.MANKATO.MSUS.EDU>
Subject: Re: Gun Happy Chars
Date: Mon, 14 Feb 1994 15:37:32 -0600
We have had this problem too. What I suggested to the GM was to put these
gun happy characters into a situation where they need to use their
brains. They can't solve the situation because they lack the appropriate
skills. If they learn from this experience, they will start developing
other skills. But I think the problem of Munchkinism is going to remain,
unless you get with a group of advanced RPers. But even they have a
little Munchkinism in them, as I think everbody does. After all, what fun
is it to play a character that has no use to the party?


"God creates dinosaur. God destroys dinosaur. God creates man. Man
destroys God. Man creates dinosaur. Dinosaur destroys man."

--Dr. Ian Malcolm

(Can somebody tell me how to create a sig file so I don't have to keep
typing this manually?)
Message no. 7
From: The Deb Decker <RJR96326@****.UTULSA.EDU>
Subject: Re: Gun Happy Chars
Date: Mon, 14 Feb 1994 17:09:18 -0600
>(Can somebody tell me how to create a sig file so I don't have to keep
>typing this manually?)

Others can tell you (and me) better, but I think it depends on your
mailer. I use VMS at school, and the only "auto-sig" I do is to
include a file containing the sig at the end of any message I send, which
means I either type beforehand or edit in mail. I think Unix mailers like
elm and pine are better at this thing, though I haven't used elm and rarely
mail from my Unix account. My sig (I do have one, I just haven't used it
recently) is on Eudora, and X-mailer for a macintosh (and presumably there's
a DOS/Windows version too) using TCP - but I only have access to two machines
with TCP right now, and one of them's broke, so no sig today.


J Roberson
Message no. 8
From: Grand Poobah <mcormick@*****.COLOSTATE.EDU>
Subject: gun happy chars
Date: Mon, 14 Feb 1994 21:16:35 -0700
A really simple solution to this problem is by showing them how much more
power the corps really have. If the players are really causing damage,
the corps will have to pay attention. When the corp is forced to do this,
they will ELIMINATE the problem. Your players may feel this is extreme,
but it certainly will prove a point and they may calm their trigger
fingers down when they realize that subtle tactics may prove more
fruitful. In my campaign, the characters are often hesitant to get in
firefights simply because my world is deadly in the extreme. This
deadliness breeds very creative solutions to the problems. Also, remember
that the corps can always out-tech and out-gun the characters.
Message no. 9
From: "Timothy M. Skirvin" <tskirvin@********.UNI.UIUC.EDU>
Subject: Re: Gun Happy Chars
Date: Tue, 15 Feb 1994 10:45:15 -0600
Sure, taking away there guns will work.

Unless one of them is a troll.

--------------------
Tim Skirvin (tskirvin@********.uni.uiuc.edu)
aka Solonus
--------------------

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