Rambling Into Void

Firearms And Their Fallacies In Fiction

Most Players, GMs, and casual observers of TTRPGs are familiar with the concept of firearms being implemented in the fiction of their favorite/least hated RPGs; Usually the execution is fairly simple and is just an alternative to the bow & arrow/crossbow. In other instances the rules implemented are inconvenient/unnecessarily complex or make firearms somewhat cumbersome and therefor less viable to Players; which defeats the purpose of having them in the game in the first place.

The re-skinning of firearms as a stand in for bows/crossbows tends to be both the safest and easiest route; With just a swap in the text for both the weapon and its ammunition you have successfully implemented firearms in your game. Though boring I understand taking the safe route to avoid the headache of trying to make firearms 'accurate' to their non-fictional counterpart. That being said, as previously mentioned, it makes them feel lackluster/boring in that one could just be using a bow instead of a musket.

On the other side of the coin you have the overly complex and even detrimental attempts to have some semblance of 'realism' with the inclusion of firearms. Some GMs obsessed with the concept of verisimilitude, firearms, or both have the issue of putting too much stock into even the fiddliest of details when it comes to using anything remotely tied to black powder that they either find a ruleset that mimics this fiddliness or create specific rules for them in the game of their choice to their own detriment and the detriment of their Players. They forget that the point of having something in a game is to have it be used; If something is too complex or doesn't have a benefit that outweighs the detriments then most or all Players will be hesitant to use firearms at best and outright refuse to use them at worst.

I believe that there is a balancing point that could be reached; As someone who enjoys the concept of firearms in most fictional settings (I blame warhammer fantasy and other fictional takes on the early-modern period for my slight obsession) and as such will strive to achieve that balance. But: the most important aspect is that the Players themselves want to use them, that they're fun, and that means some compromise because not every Player wants to risk their characters hand getting blown off because they accidentally chainfired their fancy new six-shooter after getting the powderload incorrect. That's not to say you can't have draw backs to using firearms but they must (or at least should) have benefits that outweigh any feasible draw back to ensure that Players enjoy using them and are willing to take those risks. That is if risks are even a thing any GM might want to implement when thinking of adding anything related to firearms/blackpowder.