Re: We're Gonna Need Guns
Definately think some expaned discussion of using firearms in the campaign is worth while, pros and cons of more lethal / less lethal modifications to the rules, use of expanded rules etc. This is a popular discussion topic so I think it is worthy of space in the book.
Suppressors, sights, night vision, folding stocks and other accessories. Also their use not just a list of some, I'd like to see some thought to each as well as benefits / hiderances of them (ex high powered telescopic sights let you see clearly long distances but are hard to use up close, are fragile and give you a very narrow view)
I'd love to see some rules for Close Quarters Combat, something to give short fast weapons an advantage up close (speed modifiers or some such), there has to be a reason to use an MP5 instead of a Barrett when you are clearing a room. Also the dangers of overpenatration (or how not to shoot your buddy on the other side of the wall).
Other weapons, flame throwers, WP grenades, tear gas etc.
Be very careful about falling into the new tech is much better than old tech trap, the M1911A1 .45 Handgun has seen almost 100 years of use, the P90 PDW is only a few years old but already faces an uncertain future, most games don't reflect this since they make the P90 a super gun. HERO is a very narrow system when it comes to guns and it is easy to make stuff out of balance, I'd prefer to see less differance between weapons than over the top attempts to make a weapon stand out.
Shotguns deserve more attention, I'd like to see other than 12 gauge and some variety in ammunition, small shot, lock breakers, tear gas rounds, rubber bullets, flares etc.
Whoops the toadling is taking a nap, more later.
There were frogs there all right, thousands of them. Their voices beat the night, they boomed and barked and croaked and rattled. They sang to the stars, to the waning moon, to the waving grasses. They bellowed love songs and challenges.
John Steinbeck, Cannery Row
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