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Proposed Weapons Rules
Following
Blackwater 2 we carried out a consultation via the websites Message Board
concerning the new game system that had been introduced. From that discussion it
seemed that for the most part the new rules for skills had been well received
and it was felt that they went fairly well, however the consensus was that two
aspects needed to be reconsidered.
The first
area to be addressed was the use of physical skills. It was felt that these
did not fit in with a live action role-playing system, and so these skill types
have now been abolished as of the beginning of this year. The second matter
raised by many was the use of Weapon Skills. The main issue concerning Weapons
Skills was how does a monster, NPC or another player know if someone shooting at
them is a Basic or Expert shot, or even has a gun skill at all? In addition,
skills for other weapon types (swords, knives, etc) seemed equally unworkable;
where does being an Expert swordsman come into it when anyone with or without
such a skill could pick up a sword during a game and use it just as well?
It is therefore
proposed that Weapons Skills will be abolished. In order to maintain some
balance in the games and keep control over the use of weapons by characters
these would be accounted for under a separate section of the Character Sheet
called Weapon Use. Just as with the Sanity Score players may use a proportion
of their Skill Tokens to spend on selecting the use of a weapon, and any
associated ammunition. It is to be borne in mind that a character must have a
minimum of 5 Skills that are expected to reflect the characters profession both
in the type of skills selected and the skill levels applied and so the number
of Skill Tokens spent on Weapons Use, as with extra Sanity points, is to be
balanced with this.
It is therefore proposed that:
- Weapons will be separated
from the Skills section of the Character Sheets (as with Sanity) and weapon
skills abolished.
- Weapons Use will be listed
as a separate entry on the character sheet.
- Players wishing their
character to have a weapon must now spend Skill Tokens to buy the right to
bring the weapon and any applicable ammunition to the game.
- 1 Skill Token buys the use
of one weapon. Equally, a rifle, pistol, or shotgun, etc. are treated as
separate weapon types and cannot be grouped together under Gun, so a
character with a rifle must state Rifle under Weapons Use and may only bring
and use a rifle.
- In respect to guns a
character automatically gets 10 rounds of ammunition in addition to the use of
the specified gun.
- Further ammunition can be
purchased by spending additional Skill Tokens. Each extra Skill Token spent
in this way buys a further 10 rounds. Where more than one type of gun is used
the extra ammunition must be specified, i.e. pistol rounds, rifle rounds, etc.
- For game balance the maximum
number of weapons and/or additional ammunition re-loads a player can have
shall be limited to 5.
- Once a character has been
generated with a Weapon Use, and any applicable additional ammunition, they
will start all subsequent games (should they survive) with those same weapons
and ammunition available to them.
- At the end of a game any
surviving characters are currently awarded 2 additional Skill Tokens to spend
on increasing any existing skills. With the introduction of the new Weapons
Rules players who wish to may instead spend these bonus Skill Tokens on
purchasing the use of additional weapons or ammunition, or to purchase the use
of weapon where they did not have one before (their characters perhaps having
now realised the need for such protection!).
- The Weapon Rules will only
apply to purpose built weapons (i.e. guns, knives, sword, etc). Impromptu
weapons such as shovels, cricket bats, mouldy socks, etc. that ordinarily
have an innocent use are not covered by these rules and can be brought to the
game by a character and then subsequently used as a weapon without
restrictions applying.
- All weapons, including
impromptu ones, must be physically (and safely) represented during the game.
They must also work adequately in order that it will be clear to all concerned
that the weapon is being used (e.g. guns must make a recognisable gunshot
sound preferable by firing blanks). Please follow the Game System link on
our website for guidance on safe weapons and the safe use of blank firing
guns.
- In Dark Door games it has
always been generally accepted that, as in real life, anyone may pick up a
knife or gun and use it - in fact this was one of the areas of contention
raised with the current Weapons Skills approach. It is still accepted that
during the course of a game a player who has not previously selected a Weapon
Use when generating their character may find a weapon or perhaps retrieve one
from a fallen comrade and then make use of it. In the real world there would
be nothing to prevent this and so it would not make sense for us to do so in a
Dark Door game. However, the impromptu use of that weapon applies for the
duration of the game in question only and therefore should the character
survive and the player wish to retain and use the weapon on future games, then
they must expend their survivors bonus Skill Tokens on selecting the
appropriate Weapons Use for their character.
- Existing characters weapons
skills will need to be converted over to the new Weapon Rules. For Guns this
will be a simple matter of taking the current Skill Level for that weapon and
using the number of Skill Tokens that were spent in originally selecting the
Skill Level (e.g. Skilled = 3 Skill Tokens) to buy the use of the weapon
and any appropriate additional ammunition (e.g. Skilled Pistol Shot then
becomes 1 pistol along with the basic 10 pistol rounds, plus X 2 additional 10
pistol rounds of ammunition - so the character will have a total of 30 rounds
to use with the pistol). Other weapon types (sword, dagger, etc.) will just
convert to 1 of each appropriate weapon type (the equivalent of having spent 1
Skill Token for each weapon in question) regardless of the Skill Level
previously held by the player. In the interest of fairness any excess Skill
Tokens can be redistributed amongst the characters other Skills, or Sanity
Score, or even to select further weapons or ammunition (up to the maximum of
5). This may perhaps be something of a fudge, but it seems to be the most
obvious and fair approach. In the end the particular games referee will have
to judge what is appropriate and acceptable when a player is converting his
character over and redistributing any leftover Skill Tokens.
Example of how a new character will be generated
using the new rules;
John decides to play a Hunter. He
considers that he would be able to track animals, set traps, and will have good
survival skills. He may also have picked up some first aid skills. John also
decides his character understands a bit of Latin from his lessons when he was at
school. His character will also be bringing weapons to the game.
John has 14 Skill Tokens to spend. He spends
4 Skill Tokens on his Track Animal skill, making him an "Expert"; he spends 3
tokens on Set Trap making him Skilled and 2 tokens on Survival making him
"Good" at this activity. He then spends 1 Skill Token a piece on First Aid and
Latin, giving him a "Basic" knowledge of these.
John then
decides that he wants to increase his base Sanity Score of 40 and start with a
higher Sanity Score. He spends 1 Skill Token on buying a further 15 Sanity
points, giving him a starting Sanity Score of 55.
John wants his
hunter to use a hunting rifle and hunting knife in the game and so spends his
remaining 2 Skill Tokens on his Weapon Use. He spends one Skill Token to allow
him the rifle along with the standard 10 rounds of rifle ammunition, and the
last Skill Token is spent to allow the Hunting Knife.
Johns
Character Sheet then looks as follows:
Sanity
Score 55
Skills:
Track
Animal Expert
Set
Trap Skilled
Survival Good
First
Aid Basic
Latin Basic
Weapon
Use:
Hunting
Rifle plus 10 rounds
Hunting
Knife
Total
Skill Tokens Spent: 14
Against
all the odds, John's Hunter character manages to survive the game, though his
Sanity Score takes a battering, leaving him with only 25 points. After the game
he receives his 2 bonus Skill Tokens.
John
feels that a higher First Aid Skill and an extra re-load of ammunition would
have come in handy. He therefore decides he will spend one bonus Skill Token on
his First Aid skill, increasing this from "Basic" to "Good". He then spends the
second bonus Skill Token on an extra 10 rounds of ammunition for his rifle.
After consideration the Referee awards him a Sanity Bonus of 20 points: 10 for
surviving and 5 each for defeating the evil cultists and returning the nameless
horror they had summoned back to the dimension it came from.
After
these bonuses Johns Character Sheet would look like this:
Sanity
Score 45
Skills:
Track
Animal Expert
Set
Trap Skilled
Survival Good
First
Aid Good
Latin Basic
Weapon
Use:
Hunting
Rifle plus 10 rounds
Additional 10 rounds of rifle ammunition
Hunting
Knife
Total Skill Tokens used: 14 + 2 bonus = 16
These are now the Sanity
Score, Skills, Weapons and ammunition with which Johns character will start the
next game.
This
is what the new character sheet would look like.

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