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I'd like to find a way to incorporate them in a balanced manner.
I think you're on the right track with what you have.
Couple storyline things to balance the out..aka gun control D&D style:
Guns are rare, so people want to steal them, rob the guy with the gun, kill the gun guy first.
Not sure where your PCs are getting their black powder from, but you can always "bad batch" it when convenient for you. Can be a whole arc try to find out why the powder is under or over powered, the misfires aren't because of a critical fail but bad ammo. Having a storehouse explode for fun and excitement....
Anti gun sentiment from the local rulers: make them illegal or "dishonorable". Guns are a weapon of the "enemy" so anyone with one is suspect.
If your PCs is making their own powder make the ingredients harder to get: supply shortage, monopoly, expensive as fuck...every bullet counts.
PC loaded with powder/ammo is at risk when fireballed or Red Dragoned
Guessing flintlock Guns, make Flint rarer.
All that boom boom puts stress on the Guns, tell the PCs the Guns themselves are only good for so many shots before needing to be repaired (costing money), they dont exactly how many shots, but you do, although they can use a skill to see if its "like new/worn/very worn/should not use/broken...a gun in disrepair misfires in a fashion of your choosing. Guns are complex machines as opposed to other gear and should require more upkeep.