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Guns Blazing

Created by Basheer Ghouse

A fast-paced tactical combat RPG set in an alternate roaring 20s, where monsters literal and political terrorize the earth. **Due to fluctuating global shipping rates, we will be charging shipping fees at a later date. We will keep you updated through Kickstarter Updates for when shipping fees will be applied to your pre-order. Thank you for your patience and understanding!**

Latest Updates from Our Project:

Supernatural Threats: Iram
almost 3 years ago – Mon, Apr 03, 2023 at 08:21:11 PM

9K passed! Absolutely incredible. With that behind us, let's get a better look at one of your most prevalent foes in Guns Blazing: Iram

What is Iram?

As with all Supernatural Threats in Guns Blazing, there are two answers. 

In fiction: Iram is an ancient fungal parasite, inadvertently reawakened by the British Empire in the late 18th century.   It feeds on blood, sweat, and suffering, infecting victims, then working them to death or devouring them outright to spread its spores and create fungiform monsters. To get access to victims, it makes deals with the powerful, offering them fabulous treasures and loyal monsters if they but aid and protect it.

Narratively: Iram is colonialism as a parasite.  It's a literalization of the extractive mechanisms, and the wealth they afforded colonizers, common to the period, and how those systems perpetuate themselves once the colonizer is gone. Iram is mercenary rather than ambitious: Should a colonial power be defeated, it's happy to make a new deal with those in charge to maintain access to victims. 

It's not going to slip its bonds and become a world ending threat, it needs people to protect it from its own victims, and there's never going to be a grand reveal that forces everyone to work together to defeat it.

And that means it will happily persist so long as there are people to feed it.

A History of Iram

Iram is a city mentioned, very briefly, in the Qur'an. It was a city of grand and lofty pillars, whose rulers spread oppression on the land, and it was divinely destroyed at some point. More extensive descriptions tell of a city with grand buildings ruled by a horrible tyrant and wiped out by sandstorms (Or destroyed in a cataclysm that created the Empty Quarter).

Iram's been a periodic feature of genre fiction (Especially lovecraftian horror) due to both orientalist retellings of Islamic legends and Lovecraft mentioning it in the cthulhu mythos. These depictions tend to drop the religious and historical elements and make it a broadly depicted lost city, often with lovecraftian trappings.

Guns Blazing tries to bridge the two: Iram is an embodiment of the city's sin as a mystical threat.  It's uncovered by British archaeologists in the late 18th century, inadvertently revived, and promptly started making deals across Europe as the colonial era entered its apex.

Iram in your Game

Iram is attached to most, but not all, colonial empires. It's most prominent in the British empire, with varying prominence elsewhere based on in-fiction political factors. The USA disdains Iram as a European invention, Portugal and the Ottoman Empire consider it politically controversial, while Spain is clinging ever-closer to it as its colonial empire crumbles.

This means it's going to be a prominent foe in most campaigns, where players will face off with Iramite fungiforms and destroy iramite infrastructure. 

Fungiforms are monsters created by Iram to do its bidding, rnaging from dog-sized Sporelings to towering Grenadiers and Subalterns. Fungiforms are normally deployed in support of their human masters, but aren't particularly formidable foes on their own.  They tend to have abilities that help their human masters, providing cover against attacks, guiding their shots, speeding their movements, or just providing a well of disposable bodies players must account for.

Iramite infrastructure are implements of colonialism: towering fungal factories and farms, turning the blood and sweat of the oppressed into alien treasures. Hidden nests, counting and surveiling the populace to grease the colonial machine. Fruiting garrisons, deploying monsters to enforce the will of colonial administrations.

Most upsetting, however, are the infected. Iram infects many of its victims with its spores, sapping at their vitality. To a healthy person, such an infection isn't dangerous, but it is insidious. And when the infected die, the spore consumes them, turning their body into fungiforms, spreading the infection, or integrating it into Iram's next design. 

Of course, infection can be cured. A few months away from infection vectors, a few days of medical treatment, or even some quick field medicine can all get rid of the issue. But the infected are rarely allowed such luxuries. They're indentured laborers, the working poor, and those with few other options. 

Others are volunteers. Colonial soldiers trying to serve their country, sure that if they just serve well enough they will earn the respect afforded white soldiers. Standing in the way of liberation for reasons heroic and venal, and just as dedicated to your defeat as any European soldier.

While You're Here

Look, if you're here you probably like punk fiction in the original, anti-authoritarian definition of the term. You are on board for ruining the day of some rich prick, maybe to make the world a better place, or maybe just to scrounge out a living in an increasingly desperate world. And if you can do it in the warm, relaxed atmosphere of a tropical vacation, all the better!

If that's your jam,  check out Ettin's latest project: Wetrunner! It's a cyberpunk heist RPG set in a post-climate collapse earth.  Enjoy the eternal summer dystopia! Infiltrate the tropical estates of rich assholes! And, when they least expect it, steal all their fish.

I've been reading and playing Ettin's work since before I joined the industry. He's a talented designer who creates really fun settings. If you enjoy any sort of cyberpunk action, im sure itll be worth your while.

Fixed Discord Link
almost 3 years ago – Sun, Apr 02, 2023 at 06:02:52 AM

This post is for backers only. Please visit Kickstarter.com and log in to read.

On Stamina
about 3 years ago – Thu, Mar 30, 2023 at 05:15:20 PM

At the heart of Guns Blazing's combat is Stamina and its effects on the action economy.

The Stamina system works as follows:

Whenever you take a turn, you spend Stamina to take an action. Turns alternate between friendly and hostile turns, and a character can take multiple turns in a round.

Whenever someone near you, or within line of sight, takes a turn, you may choose to spend Stamina to take a Reaction.

At character creation, you have 12 Stamina, your Actions all take 2 or 3 Stamina, and your Reactions all take 1 Stamina.

At the start of each round, you reset your Stamina. A round ends when everyone either chooses to pass or can't take a turn.

What Does This Solve?

The Stamina system aims to tackle a couple of problems with RPG combat in general, and tabletop gunfights in particular:

  • Player Attention: In most systems, your turn comes around, you take your actions, and then you do...not much for fifteen minutes or more while everyone else resolves their turns. The reaction system keeps people engaged throughout the turn, while the initiative system encourages players to pay attention to the board state and figure out when they ought to act.
  • Dynamism: Standard initiative systems push towards relatively static positioning. Getting to move once during a round encourages players to take risk-averse movements, and sees combatants 'frozen' in place when it isn't their turn no matter the situation. The reaction system means combatants on both sides move more regularly, encouraging outflanking and dynamic gunplay.
  • Cooperation: Reacting to allied turns makes cooperation simpler and more fluid as a base part of gameplay. Stamina and reactions means that covering fire, coordinated movement, and teaming up on an enemy are easy to simulate without the need to delay actions or kludge together other systems.
  • Action Economy: The action economy is a harsh mistress, making fights against large swarms of enemies a slog, and fights against dramatic foes oft-underwhelming. The Stamina system gives a small group of players the economy to fight large swarms of foes while providing a hook for more dramatic foes to stay competitive.

Haven't I Seen This in Wargames/Other RPGs?

Yeah!

The Stamina system takes inspiration from Infinity's ARO and Regular Order system, as well as action point systems from various video games.  It's an iteration of tabletop mechanics like Lancer's Overcharge, or tick-based combat in exalted, looking to lean into what a tabletop RPG is capable of that other mediums aren't.

Namely: Constant communication. At a table you are not merely capable of, but encouraged to, be in a constant, flowing conversation with other players. Where constant checks for reactions would either be automated or aggravating in a video game, here they keep people engaged and reacting to the situation as it unfolds.

This is really clear in Infinity. Their, the ARO system provides a constant back-and-forth, turning each game into a communicative experience.

And that, at its core, is what I'm trying to replicate in Guns Blazing.

Day One Roundup: Halfway there!
about 3 years ago – Tue, Mar 28, 2023 at 07:25:28 PM

We're over 5,000$! I am blown away by the success of Day One of this campaign.

Thanks to all of you, this campaign is extremely likely to succeed. I genuinely wasn't expecting such an outpouring of support and interest and I'm looking forward to seeing what this campaign can accomplish in the days to come.

Thanks to this support, I'm going to accelerate the planned roll-out of updates so you can see what this game has in store. If you're in the discord server, I'll also be organizing some test sessions, and encourage folks to organize their own with the provided playtest materials.

Update #1: What a Start!
about 3 years ago – Tue, Mar 28, 2023 at 11:18:11 AM

Hello all to the official launch of Guns Blazing!

And oh boy, what a start. Two hours in, and we're already a project we love and have hit 3,000$. It's a genuinely incredibly promising launch, and I'm really looking forward to seeing how far we get.

But you've already done your part! So let's instead get a head start on turning this campaign into a community of backers. I'm going to be organizing the Guns Blazing community via Discord and reddit. Most of the focus is going to be on the discord, where you'll be able to find:

  • Playtest drafts of the game, including adventure snippets
  • Lore teasers and discussions of the setting
  • A community of other potential players
  • Q+As 
  • Playtest sessions.

The discord is public access, and can be found here.

You can find the subreddit here.