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The T2k universe, at least in 1e, seems to postulate an America of the 1990s that was the violent, dystopian future of the 1980s. The 1e Small Arms Guide has some allusions to law enforcement agencies making more extensive use of SMGs, and the M16EZ was a late-war "parts kit" upgrade for local militias and law enforcement when the competing governments ran out of spare M16s to hand out. A couple of the 1e modules set in the US assume a high level of prewar gang activity in major cities.
Based on this and on the '80s general assumption that the '90s would see a continued increase in drug- and gang-related violence, I think the T2k universe probably saw a Firearm Owners Protection Act of '86 that lacked the Hughes Amendment. I also see self-defense advocates quashing any attempt to pass T2ks equivalent of the real-world Brady Handgun Violence Prevention Act or the Public Safety and Recreational Firearms Act of 1994 (the "assault weapons ban"). For those who don't spend a lot of time cursing at gun control legislation, the net effect of those changes is:
Illegal importation of military armament would also be higher in the T2k universe's prewar years for three reasons. The first is drug cartels and their local subsidiaries and franchises. The second is New America and similar movements. Finally, we have the survivalist movement, decentralized but generally intent on preparing for total societal collapse. - 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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