Hey Hivemind! I wanted to get your thoughts on some stuff!
In my home game, I’ve “upped” the tech level to include more firearms. Because of this, it’s wise that the characters have armed themselves with such, as have their foes. This has led to quite a few firefights.
I wanted to hear some of how you guys handle firefights in BITD, considering how the Actions resolve both parties actions.
For example, if our players are firing from behind cover, and they roll something other than a 6, what are some good consequences? Additionally, how would you handle the other combatants involved?
Thanks ahead of time, you guys are the bomb! π
If it’s an actual firefight, and bullets are going both ways, it seems likely that on a mixed success they got shot while they were taking aim. Or the enemy rounds penetrated their soggy, wood and plaster cover (or what have you). Or someone got around to their flank. Or the incoming fire’s partially destroyed and chipped away their cover so now they’re in a Desperate firefight.
Thanks Adam! Looking forward to the rest of these, you guys are great! π
Yep, I do what Adam does. Same as a melee — both parties are attacking and defending at the same time.
If you want cover to be a thing, you might reduce the effect level of harm on someone when they have good cover.
Plus if guns are out, what I like to do sometimes is kind of a “floating” Devil’s Bargain: you get that +1d but you get it because you use up all your ammo.
That’s a good one.
Thanks John! That’s what I thought I should do, but I was unsure if that was necessarily fair to the group. I’ll proceed. >:P
In a firefight I’ve used these consequences:
– run out of ammo
– get injured
– enemy moves so you are no longer protected by the cover
– enemy engages in melee
– enemy reinforcements arrive
– enemy drops a smoke bomb. Can’t be targeted from range, either enter the smoke, wait for them to come out, or wait for it to disperse
– time limit starts, eg a fire. Win the fight before it gets out of control, deal with it during the fight, or flee.
If you want a not-entirely-thematic gunfight to watch, the shootout at the end of Way of the Gun (James Caan, Juliette Lewis, Ryan Phillipe, Benicio del Toro, etc) is easy to follow and very… “mixed success” heavy.
Thanks a bunch! I’ll check that out! π
A gun might jam as a consequence (especially in a dirty environment).
Lost opportunity because you need to reload, or it becomes risky (might jam) because you reload too fast.
… and don’t forget those innocent bystanders who might get in the way. Maybe even someone you know personally and are attached to?
Hard choice to bring out the bad guy in the PC: Yes, there is cover but it’s already occupied by this waitress / servant. You could grab it but that would expose the bystander. Do or dont?
There’s also non-physical harm you can inflict; level 1 shaken, level 2 paranoid, level 3 PTSD, level 4…um… catatonic?
Then there’s things like the enemy now has you pinned down, so while you’re uncover, you can’t shoot or move without risking injury (reduced effect/loss of opportunity).
Or maybe the cover is being destroyed by bullets, or by a fire that’s accidentally been started (or intentionally).
Perhaps another shooter enters the fray (on their side or from a third group who wants you both dead).
What if your gun is actually hit in the shootout? Controlled, it’s hit but ok, probably (move to risky). Risky, it starts acting screwy, maybe it’s damaged (reduced effect, worsened position or gains unreliable trait). Desperate, it’s broken, maybe you can fix it, maybe not.
Finally, always remember that the consequence can be ticks on a clock. Maybe the firefight is drawing more attention. Maybe the target is getting away or someone is pulling together the loot to run away with it. Maybe the building has too many holes in it and is starting to become unstable. Threaten your worst, the players will resist or overcome.