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Anonymous /tg/95943212#95949249
6/25/2025, 3:04:01 PM
>>95943212
Depends on the system, or the tone and "feel" that the system or campaign is trying to go for. Narrative or rules-lite games probably don't need long weapon lists. Players can just pick a generic weapon and give it their own flavor. Although, I tend to find that narrative/rule-lite games end up being more stress on me as a GM because I end up having to reinvent the wheel by homebrewing stuff that a crunchier system would have rules for anyways.
Crunchy systems that emphasize customization and all the subtle nuances between different types of weapons probably need long weapon lists (if going the historical or "realistic" route), or at least a simple list with countless options for further weapon modifications that can endlessly combined for any permutation you can think of (for a game set in fantasy or sci-fi).
As a player, I like the hyper-customization route best. I love customizing weapons to give them their own unique feel and make them truly "mine". As a GM, I appreciate long weapon lists with lore/descriptions for each that suggest this weapon's place in the world, who would have access to this weapon, for what type of enemy or situation is the weapon best to fight against, and so on; which saves me some of the trouble of customizing my own weapons for NPCs. If a system has both, then that's fantastic.