Ranged weapons are a mainstay in many games. Most fantasy games come with arrows, bolts, and sling stones. Wild West comes with lead, powder, and percussion caps in the early times and metal cartridges in the later end of the timeframe. Modern games blow out ammunition in the dozens - even hundreds at times.
However, all those expendable items come at bookkeeping troubles: Is there still an arrow in the quiver, is the next chamber a bang or click, or can the MG put out another burst?
In computer games and playing traditional games online, this problem can be mitigated by having some kind of ammo counter on the screen for each weapon user. But table-play doesn't offer that ease of use. Players have not unlimited floating numbers next to the head or self-updating character sheets.
At a table, the problem however is you need to update manually. In a fantasy game, my elven archer ended up needing a new sheet after the second or third session because I had erased a hole into the spot where ammo was counted. Putting the arrows on a separate sticky note made that page replaceable, but it was prone to be lost. Looking for the main copy of the inventory to make a new one was a noisy thing between the different pages of the sheet - amplified by the limited space on the table - barely more than the open pages of the core book was available to put down stuff for each player to handle the large map in the center.
But fantasy games like that usually don't need to account for more than 20 or such arrows per player. So were absolutely needed, I had used an ammo-counter D20 for my quiver and used a holder-ring with some sticky in it to make sure it didn't roll and wouldn't be accidentally taken as a dice.
Tracking Ammo for the Bullet-Hell
The real problem however is when games combine many people shooting with shooting a lot and variable ammo usage. That is when shooting isn't happening consistently. This gets us to Shadowrun: Firearms can let loose between one and 10 rounds per action of the runner, runners can have between one and four actions and could shoot akimbo. Oh, and each gun has different ammunition capacities...
Contrast this to the 8 to 10 HP that people have in Shadowrun and which generally only go down in combat, making editing on the sheet for those an option. But with runners easily hauling in hundreds of rounds - 4 magazines for an assault rifle are already more than 100 rounds - keeping track of how much is loaded in the different magazines, together with the fast, non-uniform extending of ammunition, creates an especially large bookkeeping burdon. A single combat action could see any combination of two from the list {1, 3, 6} or one from the list {10}, as often as the character acts, which is up to 4 times. In other words: the amount of rounds in a gun is quite a volatile number, unlike any and all other numbers. And it has mechanical significances in when reloads are needed, and in most editions of Shadowrun there are rules for reloading those magazines - and how fast it is.
In a scene that turned into a bullet hell, I was one of 5 runners. While we fought some rather resistant thing and I took a lot of drain, the other four spent several hundred bullets shooting full-auto. I am sure that at least two players lost count of what was left in their guns at some point: One recalculated twice if he had to reload using a calculator and slowing the game down, the other had a tiny post-it note upon which he just added strikes to see if he still owned any bullets and guesstimated if he had to reload or not.
What this is not about
Bottomless Magazine is not an answer to the question of trying to keep track of when you need to reload your gun because it removes the essential tactical elements of reloading and ammunition management entirely.
Altering the ammunition system or homebrewing an alternative to the shadowrun-included one (count your bullets) is also not an answer sought. This is all about methods of how to manage tracking ammunition in a system where that is a factor in the tactical decision-making of the players.
The Question
How could players track the ammunition for their runners in a way that...
- the amount of ammo left in the gun is easy to spot at a distance (from across the table)
- fast to update
- non-destructive to the character sheet
- and not bound to a movable object (dice, marker) that might be accidentally shifted on a track?
Please back up your answers with actual experience.