Hi all!
A sticky situation came up in my game last night, and I thought it was tricky enough to rule on that I'd post it here for better ideas.
Two guys with drum-fed assault rifles are outside a run-down slaughterhouse shooting through the walls into the interior. There's another guy with the same weapon (for this example anyway) firing through the walls back outside to the first two shooters. We've already decided that the building walls are really only serving to conceal each person's location ("Rundown construction" placed earlier) rather than provide any sort of armor or hard cover.
How would you run this?
What ended up happening for us is that the two guys outside used their first actions to Maneuver aspects of "Flying Lead" and "Hail of Bullets" on the interior of the building. Then they made attacks the next round, and I felt weird not applying any sort of modifier. I didn't, however, and as it turned out the shooters' rolls were good enough to hit without tagging their Maneuver aspects. It just felt weird that blind firing didn't do anything mechanically in game. I ended up compelling everyone to be "out of ammo" so I wouldn't have to deal with the weirdness, but I wish I could think of a better way to handle that.
Maybe someone could Declare an Aspect of "Blind Firing" or "Total Concealment" and compel that to have the attacks miss? But what if the shooter wanted to tag the "Flying Lead" Aspect at the same time saying that there are so many bullets it doesn't matter that they can't see?
Can you buy off a compel with a tag like that? Given no Fate expenditure, would firing through walls like that really not be any different from seeing your target? I know I flubbed on something obvious here but I'm not seeing it.