No.401676
Why aren't there more RPGs set in the Old West? It seems like such an obvious setting for a tabletop game.
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No.401702
>>401676
Historical settings are limited, since history already gives you a metaplot about what is happening in the world and how it develops.
This is one of the larger reasons why RPGs developed from historical war games into settings about fantasy worlds.
The Old West has the problem that whats making it interesting is the history of how it came to be, so its not that easy to transport it into a alternative universe without loosing its flavor.
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No.401708
There's sure to be a few other reasons why the genre is less popular, but the biggest one is probably healing options. Fantasy & Sci Fi, the two most popular genres, have magical healing and future medical tech. Characters can take a beating and get healed up pretty quickly to be ready for the next fight. In the Old West, even under the best conditions, if you get shot then you're looking at months of recovery time. Assuming, as well, that the system is kind enough not to be heavy on things like wound infections or doctors living up to the nickname "sawbones".
Even if damage is played to be more cinematic, like in A Fistful of Dollars where The Man With No Name gets beaten so bad he can't even walk and then just hides out in a mine for a few days to heal up, that's still days of downtime, compared to casting a cure spell or slapping a medpac on them. Compounded by the fact that you have a whole party of characters, so either the action grinds to a halt every time any of them take damage, or you'll have wounded characters being left behind to heal while the rest of the party moves on.
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No.401712
The only campaign I've played in and finishes was a wild west game. It was mediocre and lasted 7 or 8 sessions of us bumbling around in FATE.
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No.401715
>>401676
>Deadlands
>Aces & Eights
>Boot Hill
>GURPS: Old West
>Savage Worlds
>Basic Roleplay
>Fudge
>Risus
>FATE I guess
>take any generic system, really, and run a cowboy game with it
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No.401720
RPGs have been built up a lot on hitting stuff to whittle away HP and that doesn't work so well when the fictionalized version of combat is fast and extremely deadly.
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No.401722
>>401720
Even if you're just talking about D&D, you can use some basic optional rules, that can be found in nearly every edition, to make the game far more lethal. Even 5e has some rules in the DMG for "gritty" healing that makes rests take even longer and slows down healing, along with rules for firearms.
I'd still recommend playing a different system than d20 anything, but it's not that hard to tune HP to make things harder, instead of allowing players to sponge damage and win battles by attrition alone.
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No.401723
>>401676
>>401715
>Terra the Gunslinger
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No.401724
>>401723
Untranslated, because the guy who has the rights, or whatever, is a goony faggot who thinks sexy women are icky.
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No.401725
>>401724
>Untranslated
Well, OP never specified the language.
>the guy who has the rights
I like to complain about him being a massive faggot and soyjin if you saw a post about it here, chances are it was me but that not really true. As far as I know, he only has the rights for Tenra, not for Terra or Tenra Wars.
He did however state that he's not doing any other part of the series because of "muh sexism".
Then again, he likes to spread lies and misinformation too so it's only fair if this becomes a rumor.
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No.401726
>>401708
One can come up with ways around “healing”. Let players drink whiskey or do opium to recover HP. Since hit points are somewhat abstract anyways.
Or have a shaman. A magic Indian with some peyote and cheap casino games.
Or use a setting like fallout new Vegas or the dark tower series. Quasi western with some sci fi tech.
One could also do a low combat but with higher risk reward. ie a shoot out with only one or two villains but who have it be more about getting the drop or the ambush instead of just a slug fest.
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No.401772
>>401715
>GURPS: Old West
That's only good for setting information, though. You need 4e High-Tech, and optionally Adventure Guns, Gun-Fu or Tactical Shooting.
>>401708
Solution is pretty easy - add magic to the setting. All those Injuns must be good for something.
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No.401788
I'm currently reading through the Deadlands classic rules.
Wasn't there some sort of Kung-Fu master archetype or am I mixing things up?
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No.402225
>>401772
>add magic to the setting. All those Injuns must be good for something.
Now I want to run a game where the realistic PC cowboys find out that Indian ritual magic actually works and that the only option they have is to wipe them out and destroy their barbaric culture in order to ensure the safety of their town.
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No.402284
>>401715
>>401676
While not a true TCG (and not a true wild west setting) I highly recommend Shadows of Brimstone. Cowboys vs. Eldritch Horrors.
Apparently it was gonna be a Deadlands game but the licensing fell through. So you get Shadow Stone instead of Ghost Stone, no one uses magic outside of the Priest's "Faith" and actually learning magic via what you find.
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No.402371
Completely forgot about it til someone mentioned magical western settings. The Mistborn RPG has a book for playing in the Alloy of Law era of the books, which is straight up turn of the century cowboy times, but some people have Allomancy and/or Feruchemy powers, which makes things really interesting.
Only problem is that it's not a great system to play or run if you haven't already read the books.
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No.402423
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No.402547
I have yet to play a Deadlands game that leaves the combat rules intact. The Marshal in my current campaign also said that he'll ignore the wind rules.
Is that common?
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No.402612
>>401726
>>401708
Here's a spitballed idea.
Combat is high-risk high-reward. Healing is done only through lengthy downtime. In addition, the worse you're hurt the more penalties you take, so it becomes a downward spiral.
Except you can ignore the effects of injury for a time by indulging in certain vices, boozing, whoring, and so forth. If you're high on enough opium you can even power through a gutshot, but it'll come back to bite you. Syphillis, hangovers, addition, withdrawls, et al.
It's thematically correct, but would it be fun to play?
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No.402616
>>402612
Depends how you handle the downtime. Your ideas for mitigating the injury effects with some kind of vice sounds interesting - but unless your goal is to run a game full of cowboy /d/eviants taking ALL THE DRUGS and getting into firefights while drunk out of their skulls then you might want to look into giving the booze & drugs negatives of their own - slower and less debilitating (at first) than the injuries, but the sort of thing that becomes at least as much of a problem as the injury over time.
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No.402622
>>402616
That's the idea, yeah.
Downtime I can only see working if it happens between sessions. If you make it an opportunity cost (would you rather prepare for the next outing or sit around the saloon nursing your wounds) most people would choose the former because the latter isn't fun.
Either that or player vitality works like insanity in CoC, where it's not a question if if you will hit rock bottom, but how long can you keep it going before that happens and where will you land when it's over?
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No.402640
Don't suppose any of you have tried Dogs in the Vineyard? I mean, being a Utah-born Mormon I'm biased, but... I mean in general RPG communities it always seemed that anyone who did know of DitV liked it.
Basic premise is you've got a rifle, you've got a backstory, and you're on of those called to spread the word of god across the land, righting wrongs, doing good. Imagine if Oregon Trail had a hefty dose of Deus Vult to it, and the default state is a bunch of Browning-toting Paladins.
If I know you folks right, the above paragraph should either have you angry for shilling Mormonism in a /christian/ finger-painting board, or you should be fully erect at this point.
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No.402682
>>402622
Sounds good, best of luck with the development, post updates.
>>402640
Heard of it, and it looked interesting, but couldn't get anyone interested in playing it.
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No.402759
>>402640
>Dogs in the Vineyard
It's relatively well known, so I guess I just assumed it was mentioned by >>401715
Haven't actually played it yet, so thanks for the PDF.
Are the rules actaully tied to that theme or can you play it as a more general wild west game too?
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No.402771
>>402640
Would be except for the uninspiring dice mechanic
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No.402848
any western game that uses dice instead of card flip is trash. Fact.
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No.402849
>>402640
I considered mentioning it, but the religious angle makes it feel a lot less like a western game, I guess.
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No.404513
>>401676
Let's scalp some Injuns during high noon
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No.404524
>>401708
How about HP measures how close you are to getting killed rather than how injured you are? Like minor injuries and such would lower it, but so would dodging bullets far too closely. A measurement of how close you are to your luck running out and someone finally shooting you in a place that, if it doesn't kill you, will still cripple or otherwise incapacitate the character for the rest of the campaign. I guess that would make it more "Hollywood" in style. I'm sure there's a system that already does such a thing that you can rip.
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No.404573
>>404524
>How about HP measures how close you are to getting killed rather than how injured you are? Like minor injuries and such would lower it, but so would dodging bullets far too closely
That's pretty much how many people explain >1st level HP anyways.
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No.409111
can someone lay out the differences between deadland's versions? is classic worth it? is reloaded (the savage world one, I think that's reloaded?) really the worst overall?
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No.409291
>>401722
I've had a moment of thought lately, and I began to wonder about firearms in games, both vidya and tabletop. One thing I cannot comprehend is why is it always the gun that has the damage displayed on it, not the ammunition.
In real life, guns and ammo are a bit more complex things than in most video games. There are hundreds of ammunition brands, dozens of different calibers and several ammo types, ranging from armor piercing, full metal jacked, jacketed hollow point; it gets even more elaborate when considering higher calibre guns with APFSDS (AP round with discarding sabot), HEAT (high explosive anti tank), HE or frag rounds. Not only most games ignore these specifics (except best simulations like modded Arma) but fail to acknowledge what I'm trying to convey here - that is, it's the projectile that gets in contact with the target, and as such, it's the projectile that delivers damage to it. It gets especially bad when different guns use the same bullet but the game gives them different damage statistics. A firearm - any gun at all - is just a launcher that shoots the said projectile determining its behavior when it travels towards the target.
As such, in my opinion, it's the ammunition that should be given the damage statistic. The firearm used should be taken into account when determining auxiliary properties such as the projectile's speed, range and accuracy. It's not even about "realism" - in a realistic simulation the whole "damage" statistic doesn't make much sense as it oversimplifies the effects of a gunshot - but after some thought, a ranged weapon with damage statistics and different types of ammunition only giving bonuses or maluses doesn't hold water.
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No.409293
>>409291
I downloaded this from the chaosium forum that does what you're thinking of
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No.409295
>>409293
Nice, it's interesting. Thanks.
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No.410393
>>401676
Love me some Magnificient Seven (1960). There is no 2016 movie rebbot version.
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No.410400
>>410393
Idk, to be honest it always kinda bothered me OP went with magnificent seven over something else. Magnificent Seven is just a reboot of The Seven Samurai, done up in a western. Maybe The Wild Bunch instead.
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No.410402
>>409291
Things like rifled barrels versus blunderbuss bells will make a big difference, but it seems like the reason that a lot of people make the mistake of assuming certain guns do more damage is because they just don't know any better. Some idiots actually believe that some guns shoot faster or harder than other guns. Thanks to most video games, people also think that shotguns become completely ineffective if you are more than 10ft away from the tip of the barrel, too.
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No.410422
Heard the Sidewinder Wild West Adventures book was pretty decent- anyone got a copy?
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No.410467
>>410393
Eh. I never liked the Magnificient Seven much. I might have actually preferred the 2016 version.
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No.410484
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No.410502
File: f08f9683afa42fb⋯.jpg (Spoiler Image,600.73 KB,850x1202,425:601,d1185635e389e5cf33cceceb85….jpg)
File: ab91b23bd8d99ce⋯.jpg (Spoiler Image,2.29 MB,3508x4961,3508:4961,554aafafbd9f18fa56c2a08660….jpg)
>>410484
Girl is Ashe from Overwatch, playing dress up, or dress down.
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No.410542
>>410393
>>410400
>>410467
Go with The Searchers over The Magnificent Steven
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No.410598
No mention of Colonial Gothic yet
Is it gay?
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No.410680
>>402640
>bunch of Browning-toting Paladins.
I'm not even a little religious but fuck this sounds great. I'd love to play it if my gaming buddies weren't such raging fedoras.
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No.410712
>>410680
to be fair the writer of the book almost certain wrote the book with your fedora faggot friends in mind, on the other side while the resolution system is kind of detached from the narrative, its a fast light game that does conflict well (and drives the players to conflict) and probably the last game from lumpley before he actually became a mormon turbo faggot. As a gunslinger you get to be traveling judge jury and mailman in the wild west of Wyoming and utah.
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No.416615
Should Wild West RPGs have Injuns?
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No.416618
>>416615
Only if we can fuck them.
And decimate their population by infecting them with Smallpox
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No.416735
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