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Post by malchya on Aug 11, 2010 18:38:04 GMT -6
Title says it all. Too bad.
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Post by rick krebs on Aug 12, 2010 11:30:38 GMT -6
Guess, not Though, I try to stop by on a daily basis to peruse the thoughts of the gaming blogosphere. Occassionally, I do throw in my 2 cents on D&D. But, I've invested huge chunks of my life into gaming, and now long to recline in my chair and be entertained by others. Always nice to be missed.
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Post by Finarvyn on Aug 12, 2010 17:36:13 GMT -6
Here's the secret: If you post it, he will come!Basically, Rick hangs out a lot but is more into replying to discussion rather than starting up new threads of his own. So get some threads going and he'll leap right in!
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Post by malchya on Aug 15, 2010 1:30:23 GMT -6
Very well then! I'm thrilled to be proven wrong! I've a question for Rick....well, an observation and a question, sort of.... I'm curious about the relative lack of lethality to gunfire in the original system. I admit I pirated the hit location/wound severity charts from Boot Hill and glued them onto GangBusters with a few tweaks to make them fit a little easier. My question is; was the rather high survivablilty of gunshot wounds an attempt to balance play? I'm curious 'cause I keep killing off p.c.s with one or two shots.....
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Post by rick krebs on Aug 15, 2010 14:40:03 GMT -6
No problem, malchya. Nice to be missed, even when I'm not missing I am an older geezer, who was classically educated, so the Socratic Method is preferred. Questions, questions, questions. As the game was originally titled "Bloody 20s", combat was frequently swift and deadly. As there were numerous hunters in that playtest group, there was always an insistence on realism. I remember using a modified version of the "Bio One" supplemental rules set in an effort to find a balance between realistic and game play (I will try and find if any of those charts still exist). Somewhere in the development stage (which included focus groups, etc) the decision was made to publish a more "balanced" form of combat. However, in my opinion, there is nothing wrong with adapting either "Bio One" or "Boot Hill" charts for your game. Please understand I am a GM/DM/Judge who adapts his games to the audience in front of me. No "hard and fast" rules, except what would allow for the maximum fun game experiece for the players involved. And, I love the absolute randomness of dice rolls. Remember: Krebs's Law of Gaming, "The one rule, to rule them all, is to have fun."
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Post by malchya on Sept 7, 2010 12:50:14 GMT -6
We agree on style of play. I've cut and chopped, grafted and outright plagerized in order to give my players a game they would enjoy. I've added more skills to GB, changed the weapon mix and effects and made Lakefront City a completely different place from the original setting, but - I would like to think - managed to keep the atmosphere that the original product conveyed so excellently. And I am positively drooling at the prospect of ordering a 1st edition boxed set still in the original shrinkwrap! Payday can't get here soon enough.....
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sammarlow
Level 2 Seer
Playing: Max's Gangbusters: Michael Walker (FED AGENT); Danny Sullivan (Criminal); Jim Holland (PI)
Posts: 26
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Post by sammarlow on Sept 27, 2013 2:59:06 GMT -6
sorry for coming to this so late, but could you give some examples how you modified weapons lists? Thanks!
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