By nature I am a bit of a tinkerer. Rules are representations of reality and I like my subjective reality to have rules that hold a mirror up to reality. So every now and again I find something wrong and often glaringly so.
In my life I have been around firearms more than most. It was things like an MP5 being classed as a pistol made me think . It started with shotguns. Do I know that trying to shoot something with a shotgun at range is problematic. Anything more than about 40-45m is unlikely to hit (don't tell me about shotgun slugs). At shorter ranges than that damage is less significant. This game was showing a range bracket of double that.
Sniper rifles were actually under powered. In scale, which was about 25mm to 1m, for the game. On tabletop a heavy sniper rifle could hit something on from the end to end of my 3m table. When I looked it up, not being a sniper, the range was more like the table, the garden, a small carpark, two footpaths, four lanes of road, another smaller garden and I estimated you could readily hit something in the back room of the house opposite. That wasn't even close to the record which would be around double that.
The players were okay with this. It made sense to them. My guess is that it also helped that for the most part things got better for them.
Having done some martial arts, I have some idea about fighting. Again, not an expert but I have done more than most. One of the rules said that you couldn't kick when you were on the ground. Having been knocked off my feet by a kick from someone on their back the week before, I changed the rules. This did not go down well even though it was true to reality.
It was after this that I changed to Savage Worlds. Unlike almost all games I have played in the past, SW has a lot less crunch. It has enough, but only enough to keep the rules working. Being a tinkerer I have found the need to add to it on occasion but I haven't really found the need to change it.
When all said and done it works. Sensible tactics, like using cover, still work and arguably works better. Combat, which could take hours in the other games I had run, took easily a quarter of the time. Everyone is still happy and we move on to the next thing. It also works as a skirmish game. Which I may have mentioned in the past.
Now it's not everyone's favourite game. Amongst the none D&D it's fairly popular. So not as popular as it should be. In over two decades of running it I haven't had an argument about rules. Well maybe once.
So in a roundabout way I am suggesting that simplicity is better. Personally I like a lot of crunch in theory but then I have to play it. Rules are generic enough that they can be used to for pretty much an era. It works. It fun to play (and fast and furious apparently). It makes for a calmer tabletop.
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