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Mailing List Logs for ShadowRN

Message no. 1
From: "A.R.Gay" <cs6004@***.AC.UK>
Subject: Lots of different things...
Date: Tue, 26 Apr 1994 13:59:59 +0100
Firstly I would like to say that I got my copy of FoF on
Saturday I have scaned/read most of it. The rules are good up
to a point, and the introduction says a lot of things I would
like to bang into the heads of my players. The equipment is
interesting if a little OTT in places, it also has some majour
errors. So first off the rules section:-

Cased ammo: I had always assumed, I know I actualy read it
somewere that by 2054 all ammo was caseless. This had lead to
some major problems in my group. I am saying the stats given
are for caseless ammo, and caseless ammo is all my players can
have, even on shotguns. (I spent a long time figuring out how
caseless Shotgun ammo worked, so now they are b&$^y well going
to use it!)

Covering fire: Nice I like this, something that has been needed
for a long time, a lot of my players tend to use it long ago. I
have just improvised up until now as I couldn't realy see how to
do it but QUESTION. If two people enter the area of affect one
after the other, and the first is hit with three rounds, do you
roll all ten dice for the second person, or only seven, or maybe
even four?

Thermal and low-light: I can understand that natural LL and
Thermo has to be better than artificial, if only for game
balance. It stops Meta charachters from replacing thier eyes
without thinking about it, because the effects are cruder than
their natural eyes. Steel couldn't, and I couldn't explaine
it very well, so if anyone can please post it here.

Maximum rate of fire: I like this, it clarifies a lot. As a GM
I do not want players being able to empty a clip of 30 rounds
into a target in 2 seconds, even if it can be done in real life.

Off hand training/secondary weapons/Physical and stun damage and
pulling punches: I think these bring too much complication to
the rules. I like to keep things moving relitivly fast, this
will just slow it up.

White phosperous: Players have been asking to get it for ages,
now I have it. and can use it back.

The main argument I had on this was the suppresion rules and the
rate of fire. Steel, (I have to listen to him as I share a house
with 'im. ) is a Twilight 2000 GM, and knows so much military
trivia that he is practicaly a walking copy of Janes(sp? )(Can't
remember work, but can this.) Of course I like these rules it
balances things a bit. I _do_not_care_about_real_life_weapons_
and other insignificant piddely facts like this, I leave it to
munchkins and rules lawers. I like a fun game and that is it.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Would you belive that I had to double cross my players Twice and
then give them a mission that was immposible to force them to do
any decent background work. It's incredible how trusing they
can be, even when you have screwed them backwards in the last
three pre-written adventures.

-=-=-=-=-=-=-=-=-=-=-

Apart from my earlier point on light pistols, have you studied
the stats on the great dragonATGM? The weight is wrong for a
start and What is the damage code 20D? This item is going to be
"UNAVAILABLE" in my game! Along with, I belive the balista,
mortar and other military grade equipment that I decide is too
OTT for my game balance.


I am now going to sign off and lie down in a dark cool room,
before I blow a gasget, have a corinary, and gereraly start to
feel unwell.....

So for now......

**************************************************************
* JackFrost <cs6004@***.ac.uk> *
* Remember if you are not part of the solution, you are *
* part of the precipitate. *
**************************************************************

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