Guns For Xenograg, Part 2: the Lethality Problem
While the flintlock and revolver pistols mentioned in the prior blogpost have been fully articulated for roleplay by me, the disrupters never have been. Specifically, the number of shots possible before needing to reload the weapon. This is important for the following reason:
The massive impact that guns bring to roleplaying games (and real life, but nevermind that now) comes from the high rates of fire possible in modern firearms.
Thanks to modern bullets, magazines, and speed-loaders, even a semi-automatic or revolver gun generates a sustained rate of fire far in excess of any other missile weapon. This results in high lethality in gun combat. Unless your game milieu is explicitly about that, it is disruptive to roleplaying. To reduce that lethality, rates of fire need to be drastically reduced.
Sustained rate of fire (SROF) comes from the combination of three factors:
- Number of shots before needing to reload
- Time required to reload
- Number of reloads readily available
Adjusting any one of these “dials” will change SROF. For simplicity, I will confine the remaining discussion to pistols. For my first adjustment, I will draw upon the historical evolution of gun development for inspiration. The focus is on reload time.
For 200 years, the best gun technology was the flintlock. At best, it could maybe fire four times a minute. This was due to it being laborious to load and that for only a single shot. I cannot imagine a high-tech weapon being that difficult/slow to reload, though.
The invention of the revolving cylinder in 1836, C.E., predates the invention of the pre-assembled bullet cartridge. A revolver gave its owner 5 (later 6) shots before needing to reload, but the reload process was nearly identical and just as laborious as with the flintlock—now multiplied by that same 5 or 6 count of bullets. The new combatant type called pistoleers carried two or more revolvers because reloading an empty one would take several minutes; better to holster the empty gun and draw another loaded one. Pistoleers frequently held a revolver in each hand. Revolvers with replacable cylinders were developed to speed up reload time (some), but at the cost of dual-wielding.
Even at this point in history, such a rate of fire is going to be problematic to roleplaying. Less sustainable, at least; knowing you have a fixed amount of loaded ammunition does make one more deliberate in their use. That is only a soft constraint.
The next blogpost will look at focusing upon the first dial.