If you wanted to add black powder weapons (muskets and pistols) to Freebooters, how would you handle it?

If you wanted to add black powder weapons (muskets and pistols) to Freebooters, how would you handle it?

If you wanted to add black powder weapons (muskets and pistols) to Freebooters, how would you handle it? I’m thinking I’d just reskin the Heavy Crossbow as a musket, adding a “Loud” tag, and reskin the Light Crossbow as a pistol, making it 1-handed and adding “Loud”. I’m interested in hearing how other folks might approach it.

6 thoughts on “If you wanted to add black powder weapons (muskets and pistols) to Freebooters, how would you handle it?”

  1. When putting together the gear list for Freebooters, I looked to the Streets of Marienburg hack of World of Dungeons (by Mike Wight aka Gremlin Legions) for inspiration:

    docs.google.com – WoD StreetsofMarienburg playset.pdf

    His list of firearms is:

    Pistole 40c d6+1Dm, light, loud, pierce, reload

    Musket 60c d6+2Dm, 2H, loud, reload

    Blunderbus 80c d6+1Dm, 2H, blast, heavy, loud, reload

    Long Rifle 120c d6+2Dm, 2H, loud, pierce, reload

  2. I don’t mean to detract but the original post, but do you guys feel like tags get forgotten about? As the GM, I’m not going to remember that your rare item has heavy, forceful, splash damage, etc. I know the logical thing is to say ‘whatever is fictionally appropriate but if that’s the case, why define what each tag in the book?

    Also, how do you feel the tag system stacks up against a similar system like indie or black hack? Where you use tags more to denote changes in fiction; damaged, torn, etc?

  3. I love the way Macchiato Monsters handles muskets as an optional rule: Muskets are deadly, unreliable and noisy. Damage is doubled and the weapon gets the “loud” tag which mechanically results in an obligatory roll on the wandering monsters table after combat. The damage is also a risk die (think usage die from Black Hack) which means on a 1-3 on any damage die the consecutive damage is reduced (which means the die size is reduced e.g. d8>d6>d4) until the gun is cleaned.

    In FontF you could double the damage (2d6+x), introduce the risk die and give the muskets and pistol the unreliable tag (reduced damage or misfire) and / or the dangerous tag (damage to you or your allies) on a miss.

    I know that introducing new dice mechanics in PbtA games is frowned upon (should be addressed in the fiction) but I feel like the impact of having a new and dangerous technology could be represented mechanically.

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