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	<title>Murder of Crows Roleplaying Site &#187; FudgeFactor</title>
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		<title>Gunbattle Rules</title>
		<link>http://www.redbrick.dcu.ie/~cammy/moc/non-game/gunbattle-rules/</link>
		<comments>http://www.redbrick.dcu.ie/~cammy/moc/non-game/gunbattle-rules/#comments</comments>
		<pubDate>Mon, 10 May 2004 11:47:36 +0000</pubDate>
		<dc:creator>Mark</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Fudge]]></category>
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		<guid isPermaLink="false">http://www.thedeadone.net/Wordpress/?p=191</guid>
		<description><![CDATA[FudgeFactor has a set of rules for using fudge for cinematic gunbattles. http://www.fudgefactor.org/2004/05/05/firefight1.html I like a lot of the ideas (and many of them are portable to other systems, particularly storyteller): You don&#8217;t track your bullets. You roll to see if you are out and have to reload. In real gun fights you can&#8217;t keep [...]]]></description>
			<content:encoded><![CDATA[<p>FudgeFactor has a set of rules for using fudge for cinematic gunbattles.</p>
<p><a href="http://www.fudgefactor.org/2004/05/05/firefight1.html">http://www.fudgefactor.org/2004/05/05/firefight1.html</a></p>
<p>I like a lot of the ideas (and many of them are portable to other systems, particularly storyteller):
<ul>
<li>You don&#8217;t track your bullets. You roll to see if you are out and have to reload. In real gun fights you can&#8217;t keep track of bullets (police, army and your next door neighbour can tell you that). So this would simulate the &#8220;fuck I&#8217;m out!&#8221; situation. The same mechanic covers gun jams as well.</li>
<li>Three simple modes. Ordinary fire, Automatic fire (if the gun supports it) and Supression fire. Simple.</li>
<li>There&#8217;s also rules for holding someone at gun point and for handling mexican standoffs!</li>
</ul>
<p>I&#8217;m pretty sure this wouldn&#8217;t be much use for games like SLA or SR that emphasis bullet tracking (and particularly buying). But I&#8217;m interested in people&#8217;s opinions and comments?</p>
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