by ken » Thu Dec 20, 2012 12:05 am
The general consensus on guns was there was no way to:
1) Make guns scary AND
2) Make sure the output of the damage meshed well with our other combat archetypes (magic, melee, etc).
At the end of the day, we wanted to provide a fun system for a horror larp and not a realistic scenario for firearms useage. Also, this isn't a line-fight or firefight game. We don't want shield walls in OR (notice you see a profound lack of the shield skill so far), and fighting should be serious and scary. If it's just all bullet-storm all the time with mosquito bite bullets, that defeats the ambiance we were going for. Sure, we have combat and plenty of it, but that's not actually the main goal of the game we're working so diligently on.
We knew that some people might not like the system, but at the end of the day, we wanted to make sure guns provided the stopping power they needed to, without overly emphasizing them in the game world. If we find internally that we want people to shoot more bullets, those are very easy fixes from a game management scenario. We can introduce items that refresh marksmanship, for instance. What won't change is that firing a gun will do big damage AND it'll also cost you something to pull the trigger.
Anything else just didn't fit the theme and type of game the Staff thought was appropriate for OR. We also think gun characters are exceptionally viable. If you've got 5F + 8 Marksmanship... 13 shots per reset, where each one will probably drop most crunchies in the game, and with modern guns at a significant range? That's not all that bad... Especially considering how cheap Marksmanship is to buy.
-Ken-