I\'m quite surprised a Dev hasn\'t stepped into this one yet, but I\'ll just throw my two cents in. Most of this is likely repeating what others have said, but I would like to bring it all together and culminate these thoughts into
If we are to abandon all references to the history of our own world, I must say that the very essence of Planeshift is what makes guns obsolete. That essence is both magic and abandonment. Okay, you might be saying, I get the magic, but what the heck do you mean by abandonment? Well, think of it this way: the real reason people create and play roleplaying games is so that, for however short or long a time, they can escape. They can abandon their own personal hell and the worldwide \'situation\', and escape into a world that is nothing like the one they live in, and they are who they want to be. Now, think of how strange it would be to walking along with an elven friend, talking of whether the merchant down the road\'s potions are effective or not worth spending your Trias on, and some fool runs up to you with a GUN! Now, that\'s obviously going to start reminding you of things that happen in OUR world. Of all things that could be added to a game, I believe that guns are the most mundane of artifacts. They take away from the atmosphere of a fantasy setting. Think about this: one can easily picture a bow that uses arrows crafted from an enchanted wood, with arrowheads that shine silver light, but can one truly picture in the same setting a gun that glows with a magical light or shoots flaming bullets? I sure can\'t. Perhaps I am a die-hard fantasy nut, but I\'m sorry to say I\'ve never finished a LOtR book (excluding the Hobbit) and I\'ve never played Everquest or Ultima Online.
Of all the things one could conjure up to make a game unique, I believe guns would be the last on the list. I don\'t mean to flame here, but next time, try thinking of something from your own imagination rather than something that is put to regular use today.