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There are always ways to create house rules to address perceived errors or shortcomings in the RAW. There aren't, however, ways to normalize the real world experience (or lack thereof) of the players. Even when two players may both have the same former background, they're individual experiences may be vastly different. My own experience? two different classes of submarines as a reactor operator. Both of them going into decommissioning, with one Westpac, an augmentation to go to schools during an Eastpac, one ORSE, one TRE, one TWP, and a POMCERT, plus a bunch of local ops. Port visits in Chinhae, Guam, Sasebo, Brisbane, and America Samoa. Swim call in the Panama Canal. During the Eastpac, when I was back in Pearl Harbor going to schools, other guys in my division were doing port visits in Nanaimo, San Diego, and other spots on the west coast. I missed those experiences. Other guys started back during our Westpac and missed those experiences. How do you gel that into a consistent overarching framework for an RPG? I think you can look at the chargen and allow some customization, with the packages of skills being the baseline. If I were to try and build a version of me using the RAW, it would be very difficult to do so with any semblance of reality. There are no one-size-fits-all solutions. When someone who is a veteran does the "yeah but..." thing, it's going to have to be a matter of mutual agreement in how to get over the difference of their past reality vs a shared pretend reality. One could even do the same thing with civilian professions. Guys in my gaming group besides me: light rail train conductor, police officer, and a former air force police officer now in nursing school. The two cops? Vastly different experiences - one dealing with urban decay as a state transit cop and the other in charge of security of aircraft that he could neither confirm nor deny were our weren't armed with specials... But - get them in the same room, and you can see the similarities. We once spent half a gaming session as the two of them debated the merits of each other's service pistols - the transit cop passing around his (confirmed unloaded) new issue sidearm (and the subsequent "Wow, you just violated *every* rule of firearm safety" after the train conductor handed back his pistol...) I think *that* is the key. Find out how your players can all relate to their characters, even if the reality is different from the game. If all in agreement, then using house rules should study 6 those with the experience while those without won't be the wiser. My example of the M16A2 vs M16A1? We house ruled in V1 based upon real world cyclic ROF. We averaged the cyclic ROF at 825 rpm for the M16A1 and 800 for the M16A2. As a result, we assumed M16A1 could fire 13.75 rounds per second, which is 4.58 "shots." So, we upped the ROF for an M16A1 to 5, with the M16A2 at 4.4 "shots" which rounds down to 4. Everyone was happy - the player who has actually fired an M16A2 gets a better understanding of the rules intent, while also satisfying his need for differentiating from the M16A1. That also allowed another player who was playing a ARNG character could be outfitted with an older M16A1, representing the typical ARNG and reservist use of older outdated gear as compared to active duty army... |
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Yeah, that's pretty much it. I've worked as a military contractor and on a number of training systems/aids over the years. I've worked with a lot of SMEs on a lot of topics; everything from doctrine-level down to CQB and vocab on radio calls.
Difference between a good, smart SME and a bad one? The smart ones would say right away "Look, everyone has their own way of doing this and they're all going to tell you it's the only way." |
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The problem with people who are considered experts is two-fold. First - the bricklayer's fallacy usually pops up. The second one is that expert opinion is almost always flawed when taken out of context or misinterpreted by the layperson. I guess it will depend on just what level of detail all the players are interested in. My opinion is that you really need players who are closer to the bean-counter end of the player spectrum of you want to keep track of what should be incredibly scarce resources. The average D&D player isn't going to be able to handle that type of "configuration management" (even though they'll do it while counting their gold and detailing out the requirements for a magic item or spell...) Lots of players don't get that the tedious list of items packratted away in the stryker or MRAP is actually their treasure horde... Last edited by 3catcircus; 05-04-2021 at 05:01 PM. |
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Our forum community seems pretty evenly split between those with at least some first-hand military experience and those without.
https://forum.juhlin.com/showthread....y+service+poll I have a feeling that most game fan demographics skew much more veteran-lite/civie-heavy. I wonder what it is about T2k that attracts veterans. In a bit of an aside, I'm really curious why a combat vet would want to RP being a soldier in a military-themed war RPG. Like, how many plumbers want to spend their free time RP'ing being a plumber in a home repair RPG? -
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
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![]() Luckily, I work in an industry that is veteran-heavy where people of my generation are "work the job, not the clock" types who have a sense of urgency in what we do. That culture can rub off on people - employees who've never served end up either that they "get it" or they move on to a job that requires less of them. Last edited by 3catcircus; 05-05-2021 at 07:37 PM. |
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- C.
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Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
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