Posted: Mon 26 Dec 2016, 14:18
Yep, totally get wanting to fend off Lovecraftian critters with a gun for sure. Since the game does mention guns as a special item, I'd lean toward allowing them, but sparingly and only if the Mystery called for it. If a player is dead set on having an item that you don't think they need for the Mystery, well... search locations all they want, if that item is not there, no amount of successful rolls is going to magically will it into being, right? It's a bit of railroading, sure, but it's also keeping control of the game. Hopefully if players are kept from deadly weapons, it'll hit home a bit more when they do get access to one that crap is about to go down, as you pointed out with CoC.I'm good with the Kids getting ahold of guns, by the way. I posed the question but I personally have no qualms with it. My default game is "Call of Cthulhu", so the players always want guns. It's the adventures where the Keeper gives you total access to guns that are the ones you have to REALLY worry about.Or just trying to get a hold of a gun or coming across one in a Mystery. Perhaps they decide to attempt sneaking into a facility. I don't know about you, but I'd sure want a gun for just in case reasons. Or if they come across a gun somehow, like in a home or at a sheriff's office. Would they take it? Or even know how to use it? I think any item is fair game if it helps further the story.