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Friday, October 26, 2018

Action Movie Physics

As teased in this post, the Action Movie Physics RPG is published and available for purchase at RPGNow and DriveThroughRPG!  Please use those links; they have my affiliate ID on them and that gets me a little percentage of each purchase.

Only $14.99! 

My main contribution to this book was bringing my knowledge of firearms and firearm accessories to the game. I don't claim to be an expert, but I knew more about guns than anyone else in the development group, and most importantly I spoke both languages (role-playing game mechanics and firearm details).

There are, of course, going to be things to quibble about, the most obvious is that of Rate of Fire. What you need to keep in mind is that per these rules, PCs can only shoot a maximum of three times per round (each round is 5 seconds), so I went with the Hollywood-ism that semi-autos shoot more quickly than revolvers. I adjusted for this by having revolvers be more reliable. For full-auto guns, I derived the ammo spent via burst fire by dividing the cyclic rate by 60 to get a 1-second trigger squeeze. It's a rough approximation, but I think it works.

Magazines are another issue; I know there are all sorts of wacky things out there, like 100-round Beta-C drums. I decided to go with what was most common, deferring to military standard if possible.

So in short, I know it won't be perfect. There's no way to perfectly model real life in a game, mainly because real life has too many variables to account for. My main goals were to ensure that the firearms rules were fun and playable and didn't set off the BS detectors of gun owners. I hope I succeeded in that respect.

There's already a Facebook discussion group for AMP. Buy the game, join the group, and tell us what you think! If there's demand I'll probably be asked to contribute more to future supplements, like Old West or Roaring 20s or a Military sourcebook.

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