Feng Shui Reloading
From: Ovronnaz Posted on: 6/19/2003 2:48 pm
To: ALL
Message: 243.1
Hi,

If my player has this schtick which allows you to never run out of bullet, reload time becomes inexistant. Do you still keep track of bullets? Do you mark that for time-exploration adventure? Can your usual killer run out of bullet in 69?

From: DarrinBright Posted on: 6/23/2003 2:28 pm
To: Ovronnaz
Message: 243.2
in reply to: 243.1
Depends on the style of game you want to run.

If you want something gritty and desperate, where the players' chances depend on them making good choices about their resources, then you may want them to keep track of ammo. This might be appropriate in a "Mad Max" post-apocalypse game or a "Connecticut Gunslinger in King Arthur's Court" thing.

In general, though, I don't worry too much about ammo. If the players want to keep track of it, great, but as GM I'd rather keep the game moving along with interesting twists than stop to count bullets. I assume that regardless of where the PCs are going, they brought enough ammo, and if there's any break in the action, it's assumed they pick up more between scenes.

That being said, here's some things to keep in mind about Lightning Reload III:

* If you're not keeping track of ammo... that goes both ways. If the players have an unlimited supply, then so do those 69-era GMC archers.

* It eliminates loading times for clips and magazines, but *not* revolvers, shotguns, and some of the fancier guns. It's quicker, yes, but you still need to spend some shots.

* Do not allow the player with Lightning Reload III to pick up a Rocket Launcher... or make a house rule before he thinks of it.

* If someone takes several levels of Carnival of Carnage and 10,000 Bullets, then make sure you make him keep track of his ammo... if he wants to be the King of Twinks then make him do the requisite bookkeeping.