June 30, 2013

The Weapons of Ascension

Cyberpunk is all about the toys. The computer decks, the cars, the robots, and especially, the guns. Project Sunburn was not about the toys. Thus, it was easy to get away with only have a half-dozen. Not here, though.

Ascension is a different dog. With more melee combat available, there needed to be an expanded hand-to-hand section. I've got a few goodies planned, including katanas, not-lightsabers, and razor-edged mohawks (Go big or go home, guys. It's cyberpunk). Part of the aesthetic I wanted was gritty, tense melee combat to really showcase the desperation created by living in claustrophobic urban sites.

But, this doesn't mean melee weapons are king. There are LOTS of guns, from simple pistols to man-portable rocket launchers. There's going to be at least five different kinds of shotgun shells, and several kinds of grenades. Frag, flash, concuss, etc. I wanted ammunition to be a tactical, as well as a stylish decision. Sure, you could walk in and choke someone. But wouldn't it be more fun to load up a full-auto shotgun with napalm shells, and really make an entrance?

There will be branded weapons. The brands are Kleinworx, and Judge Defense Solutions (or just Judge). And, just for kicks and giggles, they'll turn off if the player is using any products from the other brand. Why? Again, a tactical decision. Also, there may be a message in there about DRM in consumer products, which became very topical about a month ago.

Guns can tell very interesting stories. Even imaginary ones. I want the armory of the neon city to speak volumes about the culture, prevailing attitude, and problems of its people. I also hope, in the future, I can design more weapons this way.

And, especially, see the devious ways players can use them. Still one of my favorite parts of GMing.


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