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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 7-February 03 Member No.: 4,025 ![]() |
I just got out of a police training seminar-- (I'm not a cop, but I work with them in a few different ways.) -- where I had to watch a couple of training videos in which police officers were killed or seriously injured by gun-or-knife-happy criminals. When they didn't see the threat in time or didn't get their gun out quickly enough.
I gotta tell you guys, it was moving, scary stuff. I feel compelled to address this in my games. The screaming pleading for one's life. The desperation as a person struggles to fend off a huge, coked-up attacker. The sounds of a cop's skull being cracked. I'm not a stranger to violence, I've been in fistfights and made arrests myself, but there's no way I can describe to you guys how brutal this stuff was... I know that it's just a game we play, and that we don't want to take it too seriously, but man, I gotta say: What I saw today is really going to affect how I regard the actions of my game's characters. Anyway, I leave it open for discussion.... |
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Deus Absconditus ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,742 Joined: 1-September 03 From: Downtown Seattle, UCAS Member No.: 5,566 ![]() |
I got a friend of mine to back up for a second with that tactic. He'd shot a security guard with his heavy pistol, which happened to be loaded with extra explosives. Describing the half-circle missing from the guard (which because of shock and adrenalin, he didn't really notice too much) combined with the gurgle of his lungs stopped the player dead for a second. I'm a big fan, some days, of blowing the unholy crap out of things. Then, other days, I feel like I've failed if anyone even reaches for a weapon. |
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Lo-Fi Version | Time is now: 16th August 2025 - 12:20 AM |
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