Sixguns & Sorcerers: My C&C campaign

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artemis wands
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Sixguns & Sorcerers: My C&C campaign

Post by artemis wands »

Finally, it's my turn in the queue to run a game, and I've convinced my players to give C&C a try. After discussing many campaign ideas, we settled on something we'd all wanted to try but never really done: a full-fledged fantasy western.

I had a copy of Fantasy Flight Games' Spellslinger laying around, and we decided to convert it for use in a homebrew setting I'm designing as I go along.

Here is where I'll share my conversion and design ideas. When the game gets underway, I'll start a thread in The Crusades about the characters and their adventures.

CONCEPTS: Spellslinger pared the d20 rules down to only three core classes that served as useful archetypes for almost any Wild West character concept. It supplemented these classes with a unique concept called "brands," which are essentially one-level classes that you could only take at 1st character level or not at all; the brands served as a way for PCs to access magical powers. The game was also designed to give PCs lots of advantages at low level, to help offset the deadliness of guns and no armor.

Converting all this to C&C is my main task as the CK (or perhaps I should call myself the Marshall, the Judge or some other epithet). I've started only with the three core classes and the brands chosen by two of my players.

SETTING OVERVIEW: In broad concept, imagine a fantasy version of the Republic of Texas just after it achieved independence from Mexico. Except that "Mexico" in this world remains far more Aztec than Spanish. And the "United States," back east, is a constitutional monarchy going through a pronounced neo-feudal period (which means that some of the cattle barons are actual barons!).

The "New World" continent on which the setting rests exists on the western side of a vast magical storm, half-way across the Ocean Sea, that can no longer be penetrated. Beyond the storm lies the Old World, now forever cut off from the New. Before crossing through the storm, no one in the Old World knew they were an elf, a dwarf, etc. The storm changed people, or maybe just revealed their true nature. In any event, the elves, dwarves, gnomes, etc. of this continent can only trace their lineage back about 400 years or so, when their once-human ancestors crossed the storm to settle the new land. Eventually, they settled with others of their kind and formed the racial tendencies that exist today.

The last group of people who came through the storm were the ancestors of the current ruling class in the "U.S." stand-in, who conquered the rebellious colonies and established the constitutional monarchy that exists today (now called the Federated Commonwealths, or simply the Commonwealth; frontier slang calls it the Thronelands). This nation helped Hexaria, the Republic of the North Star (our setting), win its freedom from Tlaxeca (the "Aztec' stand-in for the Mexican Empire) about five years ago, but now fails to honor its independence in many circumstances.

The PCs have decided to be outlaws who are veterans of the North Star Rebellion, and now find themselves fighting against old allies from back east.

GAME RULE STUFF: Here are the conversion notes I handed out to my players. We just got done creating the characters using these rules. But, none of this has been playtested yet, so it may change.

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RACES

All of the standard Castles &Crusades races are available, and conform generally to their descriptions in the PHB. The gray runners race introduced in Spellslinger does not exist in this setting.

Each race is automatically proficient in the use of its racial-specific weapon (dwarven scattergun, elven longbarrel, gnomish contraption, halfling throwing knives or orcish hand-cannon).

Half-elves must have their elven lineage dominant to begin with proficiency in the elven longbarrel. Half-orcs are proficient with the orcish hand-cannon.

CLASSES

There are three core classes in the setting. More classes from C&C or other sources may be introduced later, but for now, we'll stick with these.

Each of these classes has a signature ability that can only be used by non-branded characters who take the class as their first character level (this means that if you choose a brand or decide to multi-class, you won't get this ability when taking the new class).
Gunfighter

PRIME ATTRIBUTE: Dexterity

HIT DIE: d12

WEAPONS: Any

SIGNATURE ABILITY: True Grit

CLASS ABILITIES: Combat dominance, extra attack, weapon specialization, winged him, gut feeling, true killer, deadly aim

BtH: as C&C fighter

EPP: as C&C fighter

ABILITIES:
True Grit: Youre immune to fear effects, morale penalties, and the demoralize ability of knights (or their equivalents) unless the user is 4 HD or levels higher than you. You can select any one of your six saves to receive the +2 bonus and double rolling abilities described in Spellslinger; note that this is the gunfighters signature ability, and you only get it if you take gunfighter as a class at first level.
Combat Dominance: same as C&C fighter.
Extra Attack: same as C&C fighter.
Weapon Specialization: same as C&C fighter
Winged Him works the same in C&C as it does in Spellslinger.
Gut Feeling also works the same way.
True Killer: At 5th level, once per day, a gunfighter can declare that a successful hit he has scored against a target inflicts the maximum possible damage. He can use this ability twice per day at 9th level, and three times per day at 13th level. If used with a ranged weapon, this ability only applies to targets within the weapon's first range increment.
Deadly Aim: This ability is also a pickle, since C&C doesnt use the concept of threat ranges for weapons. For now, well use this conversion: at 7th level, a gunfighters aim with the chosen weapon is so deadly that he can inflict extra damage with it. Each successful hit made while aiming inflicts 50 percent more damage than normal. If used with a ranged weapon, this ability can only be used against targets within the weapon's first range increment.
Maverick

PRIME ATTRIBUTE: Charisma

HIT DIE: d8

WEAPONS: Any standard firearm, dagger, brass knuckles

SIGNATURE ABILITY: Jack-Of-All-Trades

CLASS ABILITIES: Lucky, con job, fast as lightning, light-fingered

BtH: as C&C rogue

EPP: as C&C rogue

ABILITIES:
Jack Of All Trades: A mavericks base DC for his prime attributes is 10, and for non-primes its 16. Because it is the mavericks signature ability, you only get it if you take maverick at 1st character level.
Lucky works the same way in C&C as it does in Spellslinger.
Con Job: At 4th level, you get a +2 bonus on all Charisma checks when attempting to lie or deceive others. This bonus increases to +4 at 8th level, and +6 at 12th.
Fast As Lightning: This ability works the same in C&C as it does in Spellslinger.
Light-Fingered: At 7th level, you gain the C&C rogues Pick Pockets ability.
Trailblazer

PRIME ATTRIBUTE: Strength

HIT DIE: d10

WEAPONS: Any standard firearm, bow, club, dagger, hand axe, lasso

SIGNATURE ABILITY: Clean Livin

CLASS ABILITIES: Conceal, damage reduction, delay/neutralize poison, move silently, scale, survival, track, traps, wallop

BtH: as C&C ranger

EPP: as C&C ranger

ABILITIES:

Trailblazers have the C&C ranger abilities of conceal, delay/neutralize poison, move silently, scale, survival, track and traps; these duplicate the functions of the Predator and Woodsman class abilities described in Spellslinger.
Clean Livin': The heightened awareness imparted to you by your lifestyle grants you two Wisdom checks whenever the GM rolls for surprise in wilderness areas, from which the GM applies the best result; and even if you fail both of them, you can still act at the end of a surprise round, before rolling initiative for standard combat. The other part of this ability works as described in Spellslinger. You can only take this ability if you start as a trailblazer at 1st level.
Damage Reduction: This ability works the same way in C&C as it does in Spellslinger.
Wallop: This ability works the same in both sets of rules.
BRANDS

The only way to access supernatural power in this setting is to have been born with a brand. Each of the six brands is a gateway to magical abilities, but comes with a cost. The six standard brands, described in Spellslinger, are blackhand, magi, padre, pale rider, skinwalker and steelheart. Heres how theyll work with the C&C rules:

All brands have a base power, taken at the time of character creation, that replaces the signature ability of the class you choose at 1st character level. Unlike other brand abilities, this base power does not have an XP cost; since you were born with it, its assumed youve already earned the experience necessary to master it.

However, each brand requires you to spend one of your prime attributes to get it (the specific prime for each brand is listed below). For example, Guzz is playing a gunfighter with the blackhand brand; therefore, he doesnt get True Grit (the signature ability of gunfighters), though he does start with Black Hand, the brands base power, and he must take Constitution as one of his primes.

All of the brands have a set of abilities associated with them, that you are free to select any time your character is eligible to gain a level. However, these abilities all have an XP cost, which adds to the amount necessary for you to reach your next character level. In other words, if you decide to take a brand power at 3rd level, you must then earn both your classs normal amount of XP, plus the cost of the brand power, to reach 4th level. However, you are never required to take a brand power beyond the one you were born with some folks are proud of their powers, while others feel only shame.

Some of the brand powers have further pre-requisites usually other brand powers or specific character levels which are listed in their description. For now, Ive only converted the brands selected by one of the players blackhand and padre. The others will be taken care of later.
BLACKHAND

Prime Attribute: Constitution

Base Power: Black Hand

Brand Powers: Blood Forging, Suppress Magic, Strong Blood, Improved Suppression, Leech Magic, Counterspell
Power Descriptions:
Black Hand (Base Power): You have spell resistance equal to your character level. This resistance follows all the normal C&C rules for spell resistance (see PHB, p. 50). Otherwise, its identical to the ability description in Spellslinger, p.19.
Blood Forging (XP Cost: 1,300): You use your own blood to create weapons for hunting magi and other users of magic. If you spend 1 hour in concentration and inflict 1 point of temporary Constitution damage on yourself, you can turn 6 normal bullets, arrows or throwing knives into magekiller items (see Spellslinger, p. 25). Constitution damage lost in this manner returns at the rate of 1 point per week, and cannot be magically healed.
Counterspell (XP Cost: 1,300): You can use your own life essence to interfere with the spell-casting abilities of a magi, padre or skinwalker. If you win initiative, you can make a Constitution + level check vs. the casters Intelligence (for magi), Wisdom (for padres) or Charisma (for skinwalkers) + level check. If you win the roll, the targets spells for that round are ruined and lost for the day.
Improved Suppression (Pre-req: 8th character level, Suppress Magic ability; XP Cost: 42,500): You can use your Suppress Magic ability one extra time per day, and its area of effect is increased by 20 ft. You can select this ability up to three times, gaining an additional Suppress Magic attempt and another 20 ft.-radius increase each time.
Leech Magic (Pre-req: 10th character level; XP cost: 125,000): This ability works just like the feat described in Spellslinger, with the following change: when making the attempted dispel check, you roll Constitution instead of Intelligence (see Suppress Magic, below).
Strong Blood (Pre-reqs: 3rd character level; XP Cost: 2,600): Your spell resistance increases to your character level +1, and you gain a +1 bonus on all Suppress Magic checks.
Suppress Magic (Pre-req: 5th character level; XP Cost: 5,200): Once per day, you can create an effect that combines the effects of the dispel illusion and dispel magic spells (C&C PHB, p. 70); however, you make Constitution rather than Intelligence checks against each spell, effect, object or creature within the area of effect.
PADRE

Prime Attribute: Wisdom

Base Power: Divine Spark

Brand Powers: Circles Of Power, Healing Touch, Improved Healing Touch, Mirror Scrying, Strengthen Aura.
Power Descriptions
Divine Spark (Base Power): This ability works just as described on p. 21 of Spellslinger. In addition, it allows you to gain and cast four 0-level cleric spells, plus any bonus spells granted by a high Wisdom score. You can cast any of these spells that you know without needing to prepare them ahead of time, and do not need material components. You cannot gain any further cleric spells beyond these, unless you take Circles of Power.
Circles Of Power: This is the ability to cast cleric spells higher than 0-level. Each Circle is a separate ability and grants you access to a number of spells of a given level, and thus has different pre-reqs and XP costs.
First Circle (Pre-reqs: must be taken at 1st character level; XP Cost: 1,125): You have the ability to cast three 1st-level cleric spells per day, drawn from the cleric spell list in the C&C PHB. You can supplement these spells with bonus spells granted by a high Wisdom score. You can cast any spell you know without needing to prepare it ahead of time, and you do not need material components. However, your selection of spells is limited. You only learn the three spells granted by this ability, unless you take it again at 3rd level (see below). However, at every even-numbered character level you reach (2nd, 4th, etc.), you may choose to replace one 1st-level cleric spell you know with a new one, effectively losing the old spell forever. Special: Once you reach 3rd character level, you can take this ability a second time for the same XP cost. If you do, you add three more 1st-level cleric spells to your list of known spells, and gain the ability to cast three more 1st-level spells per day. Except as noted here, this ability otherwise functions according to all the standard C&C rules for clerical spell-casting.
Second Circle (Pre-reqs: 4th character level; XP Cost: 2,000): Just like First Circle, except that you get three 2nd-level cleric spells per day. Special: you can take this ability again at 6th level for the same XP cost, and gain access to three more 2nd-level cleric spells.
Third Circle (Pre-req: 6th character level; XP Cost: 8,500): Like First Circle, except that you get three 3rd-level cleric spells per day. Special: you can take this ability again at 8th level for the same XP cost, and gain access to three more 3rd-level cleric spells per day.
Fourth Circle (Pre-req: 8th character level; XP Cost: 35,000): Like First Circle, except that you get three 4th-level cleric spells per day. Special: you can take this ability again at 10th level for the same XP cost, and gain an additional three 4th level cleric spells.
Fifth Circle (Pre-req: 10th character level; XP Cost: 62,500): Like First Circle, except that you get three 5th level cleric spells per day. Special: You can take this ability again at 12th level for the same XP cost, granting you three more 5th level cleric spells.
Sixth Circle (Pre-req: 12th character level; XP Cost: 125,000): Like First Circle, except that it grants you three 6th level cleric spells. Special: You can take this ability again at 14th level for the same XP cost, and gain three more 6th level cleric spells.
Seventh, Eighth and Ninth Circles all work the same way, granting (respectively) three 7th, 8th or 9th level spells each time they are taken, and costing 125,000 XP each. Seventh Circle can first be taken at 14th level and a second time at 16th; Eighth Circle can be taken the first time at 16th level and again at 18th; and 9th circle can be taken the first time at 18th level, and a second time at 20th.
Healing Touch (XP Cost: 1,350): This power functions exactly like the C&C paladins Lay On Hands ability.
Improved Healing Touch (XP Cost: 6,500): As Healing Touch, but allows you to cure 3 hp per level rather than 2.
Mirror Scrying (Pre-reqs: 10th character level; XP Cost: 31,250): Functions as described in Spellslinger, p. 35.
Strenghtened Aura (Pre-req: 8th character level; XP Cost: 35,000): Functions as described in Spellslinger, p. 35.
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rabindranath72
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Post by rabindranath72 »

I am not a fan of these "mixes", and I do not like westerns in general, but from a rules-viewpoint you have done a very nice job!

Cheers,

Antonio

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Post by artemis wands »

rabindranath72 wrote:
I am not a fan of these "mixes", and I do not like westerns in general, but from a rules-viewpoint you have done a very nice job!

Cheers,

Antonio
Thanks! More in a little while...
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More thematic considerations

Post by artemis wands »

Here are some broad ideas for how the non-human races will fit into the setting.

Dwarf -- Most dwarves in the Hexlands are miners who moved west to stake claims or seek ancient Tlaxecan or draconic treasure hoards. A dwarven community is generally centered around its oldest mine, and unlike humans, dwarves are remarkably un-greedy when it comes to the claims of fellow townsfolk (the claims of outsiders, however, are another matter). The largest dwarven settlement in the Republic is Tlaxton (pronounced tlash-tun), a former Tlaxecan worship site conquered by the Ironbeard Mining Trust during the Rebellion. Tlaxton rests at the end of the new Thronelander lightning-rail line, and is dominated by Reunionist businessmen.

Dwarves are ruled by head-men called jarls, though most of them are elected to the position rather than inheriting it. However, some dwarves from the Commonwealth have been granted the title by King Roland.

Elf -- The primary elven presence in the Hexlands is the colony of Irmunsilia, somewhere northwest of the Republic. They are a theocratic society modeled loosely on the Mormons, and like them, polygamous. Elven households are centered around a mystical plant called the Liberty Tree, which can grow anywhere and become the seed of a new forest; elves will settle in a region, plant liberty trees, and start reclaiming the area. The settlement is ruled by a council of males known as Tenders, who are each mystically bound to a liberty tree and cannot travel more than a few acres from it. As a result, all wandering elves are female (half-elves, however, can be either sex). Tenders usually take several wives not all of them elvish whose children become the seed of a new community. When an elf male reaches adulthood, he is ready to become a Tender and must become bound, or wither and die.

Oddly, this restriction does no apply to skraeling elves, rare though they are. No one is exactly sure why.

Gnome -- Gnomes love cities and the innovation that comes with them. They also love exploring and travel. As such, nearly all gnomish communities in the Republic are found along wagon trails and the new lightning rail line. There are no solely gnome towns or settlements anywhere on the frontier; most live as a vibrant minority among humans or dwarves. The gnome-towns are widely known as places where visitors can buy strange creations, potions and other products of gnomish experimentation.

Half-elf -- Irmunsilian half-elves are the most commonly-encountered half-breeds in the Republic. Several came south to fight in the Rebellion, though their colony itself remained neutral during the war. Elves tend make no distinction between their human-lineage children and their elf-lineage ones (even though they only teach the use of the longbarrel to elf-dominant kids), but half-elves themselves do. Each type tends to consider itself superior to the other, and more than one famous rivalry has developed as a result of this prejudice.

Halfling -- Halfling life on the frontier is centered almost exclusively in the Bigriver Confederation, a collection of shires dotting the border between Hexaria and Tlaxeca (in other words, the Rio Grande). Inspired by the success of the North Star Rebellion, the shires recently declared themselves an independent nation, and are currently at war with Tlaxeca, backed by the Republic and some (clandestine) help from the Commonwealth.

Half-orc -- Orcs were, until about 50 years ago, the ruling class of the Tlaxecan Empire. They and everyone else also thought they were human until then, as well. But 50 years ago, a revolution called the War of Hummingbirds Tears rocked the Empire, during which a great ritual revealed that the ruling class (known as the Huascalans) were in fact monstrous humanoids. Little is known of the details of the revolution other than that it deposed the centuries-long rule of these polymorphed orcs, and put an end to their sacrificial (and at times cannibalistic) religion. Today, they exist as despised exiles and outlaws in their old country, and many have come north the Republic, claiming that their mythical homeland of Huascatlan exists here. Some of them even demand it back. As such, most half-orcs are the children of rape, though some have bred true among themselves and a few have been birthed from rare instances of true love.
Socio-political Context

Two big-picture themes run through almost all life in the North Star Republic, and will play at least some role in most adventures.
Neo-Feudalism

The most dynamic political situation on the frontier is the rise of the neo-feudalist movement in the Commonwealth. The current king Roland III has always been enamored of chivalric tales from the old country, and longed to recreate such an idyllic existence in the new one. The recent landslide election of the Monarchist party to Parliament which coincided with the North Star Rebellion in Hexaria granted the crown sweeping new powers with regard to the unclaimed territories of the west. Basically, the king has been handed a writ of Manifest Destiny, allowing him to grant frontier land and titles (usually baronies) to worthy subjects and back their claim with force. As a result, many nobles from both old and new families have moved west with bands of gun-toting knights and established strongholds. Under royal decree to tame the lawless domains, they have the right to consider settlers on their land (even ones who were there before them!) as their serfs and expect proper tribute in kind. A few have even gone so far as to build castles!

Some of these nobles have come to Hexaria, even though the king technically recognizes the countrys independence. They and their sympathizers founded the Reunionist movement, which advocates the annexation of the Republic by the Commonwealth. This has forced independence-loving Hexarians to create their own party the Free Soilers to oppose them in Congress. Thus, neo-feudalism back east gave rise to party politics out west.
Cowboys & Aztecs!

As noted, the nation of Tlaxeca (pronounced tla-shek-a) is far more Aztec than Spanish. It abandoned its old theocratic ways 50 years ago, when the War of Hummingbirds Tears finally ended the rule of the orcs, but has remained fairly conservative in other ways. Though it embraces modern technology and magic out of necessity, it holds strongly to the form of its Huascalan past. Pyramids and temples lay at the center of most Tlaxecan towns; human sacrifice and other forms of ritual bloodshed are things of the past, but people born with the skinwalker brand remain highly respected and the center of religious life.

Officially, Tlaxeca is a republic, with its head of state (called the Revered Speaker) elected from among a council composed of the rulers of the countrys cities. In practice, this means that the mayor of the capital city of Tehuachtitlan (recently renamed "Cactus City" to smooth foreign relations with Hexans and Commonwealthers who have trouble with the Tlaxecan language) is always chosen as head of state. Tlaxeca claims to be a voice for skraeling (that is, Indian) rights on the frontier, and opposes both Hexaria and the Commonwealth (indeed, it still refuses to recognize Hexarias independence, considering the current state of affairs a cease-fire). But native peoples remember all too clearly the reign of terror imposed on them by the old empire, and are thus wary of accepting Tlaxecan aide.

The most direct impact of this situation is the presence of many Tlaxecan war bands and raiding parties near the southern and western borders of the Republic. The halfling shires in the disputed territory of Bigriver have been hit especially hard, forcing them to launch their own revolution with Hexarian help. And the presence of so many orcs in these same border areas only exacerbates the situation.

Bottom line: Tlaxeca wants Hexaria back, badly, and is currently in a cold war of sorts with the Commonwealth, for the control of the west and the destiny of Hexaria. But its only a matter of time before she rumbles her war drums again.
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Post by pineappleleader »

Very nice conversion. 8)

I have often thought of using C&C as a base system for other genres, so am very interested to hear if firearms cause any game system problems.
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Post by Tadhg »

Very cool concepts and homebrew setting. I would love to play in a world like this. I'll be watching for further developments and your gaming thread!
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Post by Rigon »

Freakin' awsome, AW. Keep posting the campaign and conversions. THis is very cool stuff.

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Post by artemis wands »

I edited the powers for the Blackhand brand, reducing its SR to be equal to character level, rather than character level +2.

Also, I should have pointed out that brands each impart a physical scar or marking of some kind on the character, and their powers only work when the marking (called the "stigma") is plainly visible. If they conceal it for some reason, their powers don't work.

The Blackhand has, well, a black hand (whichever one is their primary hand). Padres have a blue flame symbol on their foreheads.

Thanks for all the kudos! There will be more shortly.
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Post by anglefish »


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Post by artemis wands »

anglefish wrote:
The original game is pretty cool too.
http://www.fantasyflightgames.com/hr04.html

And some reviews
http://www.fantasyflightgames.com/hr04reviews.html
I agree! I believe I linked to FFG's product page in my original post.

Great rules set, I thought, but I found the default setting pretty bland. And I did not like the new race at all.

But still, I highly recommend it.
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Post by anglefish »

artemis wands wrote:
Great rules set, I thought, but I found the default setting pretty bland. And I did not like the new race at all.

But still, I highly recommend it.

From what I read of your changes, you should really download TSR's Savage Coast campaign. It's pretty much based in the whole time period you're talking about and has further wierd abilities you can steal or retroactively fit in the game as a curse. http://www.wizards.com/default.asp?x=dnd/dnd/downloads

Even better yet, it's free!

You can also probably steal stuff from the d20 version of Deadlands. Some of the best critters ever for d20. http://www.peginc.com/Merchant2/merchan ... ry_Code=DD

After years of checking out Deadlands and pulp-style stuff (along with actually living in the real Dodge City for a while), I found the setting enough of a spring board to get me going. But I've found that a lot of settings, historical or fictional, need a lot more set up if they don't fit an archetype/franchice.
artemis wands wrote:
I agree! I believe I linked to FFG's product page in my original post.

My bad. I didn't notice you did until I checked in on the post today.

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Post by artemis wands »

anglefish wrote:
From what I read of your changes, you should really download TSR's Savage Coast campaign. It's pretty much based in the whole time period you're talking about and has further wierd abilities you can steal or retroactively fit in the game as a curse. http://www.wizards.com/default.asp?x=dnd/dnd/downloads

Even better yet, it's free!
I'm vaguely aware of the Savage Coast setting, but it's not really what I had in mind. It seems more like a colonial-era Spanish setting -- along the lines of what you see in tales of Zorro -- rather than the time period I'm working with. I'm using the Texas Republic as a model, but the ambience is more in the classic Wild West period (circa 1876 or so).
Quote:
You can also probably steal stuff from the d20 version of Deadlands. Some of the best critters ever for d20. http://www.peginc.com/Merchant2/merchan ... ry_Code=DD
I have it! And I might use it.
Quote:
After years of checking out Deadlands and pulp-style stuff (along with actually living in the real Dodge City for a while), I found the setting enough of a spring board to get me going. But I've found that a lot of settings, historical or fictional, need a lot more set up if they don't fit an archetype/franchice.
Hm. Well, I'm not too worried about this. I'm a history major and a professional writer, so I think I'll be fine.

But originality, of course, comes from hiding your sources!
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Post by finarvyn »

I should point out that SimonW (a longtime C&C guy and poster on several C&C and OD&D boards) has written an excellent Wild West game called Go Fer Yer Gun which is built on the main C&C system. Only $5 for a PDF download and well worth it.

It might save you some conversion time or give you some neat ideas.

Here's how to get to his page....
http://www.geocities.com/legendsoftheland/crusades.html

He also has other C&C stuff there. Well worth the look.
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Post by finarvyn »

This is a great thread, artemis wands, and I love your write-up so far!

I hurried over to my bookshelf and pulled out my Wild West resources and thought I'd list some of the stuff out there, just in case you wanted to hit e-bay and look for more gaming stuff.
* Boot Hill (TSR), along with modules BH1 Mad Mesa, BH2 Lost Conquiestador Mine, BH3 Ballots & Bullets, and BH4 Burned Bush Wells -- I like 1E and 2E best, but many people seem to prefer 3E. Early editions are more "miniatures" in feel, 3E is more like a RPG. Western, but no fantasy.

* Spellslinger (Fantasy Flight Games) -- already mentioned in the thread. Has fantasy elements.

* Go Fer Yer Gun (Beyond Belief Games) -- already mentioned; C&C western, but no fantasy.

* Sidewinder d20 (Citizen Games) -- western but no fantasy.

* Warhammer Historical: The Old West -- miniatures game but I can't figure out where to get the minis. Kewl pictures in the book, though.

* Gunsllinger (Avalon Hill) -- this is a board game (wargame) but has nice maps and such.

* OGL Wild West (Mongoose) -- I don't have this but most of their products are well done, for a d20 company.

* GURPS Old West (Steve Jackson) -- I don't like GURPS too much but it's a great sourcebook for prices and such.

* Deadlands and Deadlands d20 and Savage Worlds Deadlands -- all have their good and bad points. The d20 edition is most like C&C, obviously, and the SW version has really neat artwork. I no longer have the original version, but remember it to be well done.

Any others someone can add?
Marv / Finarvyn
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Just discovered Amazing Adventures and loving it!
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Post by gideon_thorne »

finarvyn wrote:
Any others someone can add?

Ive got Deadlands Reloaded. Mainly because I have artwork in it. ^_~`
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Post by artemis wands »

finarvyn wrote:
I should point out that SimonW (a longtime C&C guy and poster on several C&C and OD&D boards) has written an excellent Wild West game called Go Fer Yer Gun which is built on the main C&C system. Only $5 for a PDF download and well worth it.

It might save you some conversion time or give you some neat ideas.

Here's how to get to his page....
http://www.geocities.com/legendsoftheland/crusades.html

He also has other C&C stuff there. Well worth the look.
Simon posted a comment in the version of this thread at the DragonsFoot forums.

I just bought Go Fer Yer Gun!, too. Haven't read it yet, but the preview he offers at his website was enough to sell me on it.
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Post by artemis wands »

finarvyn wrote:
This is a great thread, artemis wands, and I love your write-up so far!

I hurried over to my bookshelf and pulled out my Wild West resources and thought I'd list some of the stuff out there, just in case you wanted to hit e-bay and look for more gaming stuff.
* Boot Hill (TSR), along with modules BH1 Mad Mesa, BH2 Lost Conquiestador Mine, BH3 Ballots & Bullets, and BH4 Burned Bush Wells -- I like 1E and 2E best, but many people seem to prefer 3E. Early editions are more "miniatures" in feel, 3E is more like a RPG. Western, but no fantasy.

* Spellslinger (Fantasy Flight Games) -- already mentioned in the thread. Has fantasy elements.

* Go Fer Yer Gun (Beyond Belief Games) -- already mentioned; C&C western, but no fantasy.

* Sidewinder d20 (Citizen Games) -- western but no fantasy.

* Warhammer Historical: The Old West -- miniatures game but I can't figure out where to get the minis. Kewl pictures in the book, though.

* Gunsllinger (Avalon Hill) -- this is a board game (wargame) but has nice maps and such.

* OGL Wild West (Mongoose) -- I don't have this but most of their products are well done, for a d20 company.

* GURPS Old West (Steve Jackson) -- I don't like GURPS too much but it's a great sourcebook for prices and such.

* Deadlands and Deadlands d20 and Savage Worlds Deadlands -- all have their good and bad points. The d20 edition is most like C&C, obviously, and the SW version has really neat artwork. I no longer have the original version, but remember it to be well done.

Any others someone can add?
I have fond memories of Boot Hill. When I was a wee 1e DM, I ran out and got it just because I saw the conversion rules in the DMG. Sadly, I no longer have any of that stuff.

I just ordered GFYG, as I mentioned, and I've been thinking about Sidewinder for a while. I have an old copy of GURPS Old West and a PDF of Deadlands d20. I'd never heard of OGL Wild West, though, and warhammer ain't my cup o'sasperilla.

I'll probably stick to GFYG (if I use it), as there's relatively little conversion work to be done. The others I'll think about if the campaign lasts long enough to warrant further purchases.

Thanks for the tips!
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More setting background

Post by artemis wands »

Here's the text of a handout I emailed to all my players earlier today.
Hexaria, The North Star Republic: General Overview

Geographically, the North Star Republic is almost identical to real-world Texas. In the east, its a nearly-level, drained plain, dissected by nine roughly-equal rivers and dozens of small estuaries, bayous and marshes near the Great Gulf; enjoying a subtropical environment and the heaviest annual rainfall of the entire nation (between 35 to 60 inches annually). The southern third of the east is dominated by coastal plains and temperate grasslands, while the upper two-thirds is mostly covered by pinewood forests.

In the western and largest portion of the country is a beautiful desert covered with small mountain ranges that enjoy ideal weather in their heights: cold nights but warm afternoons in winter, and hot days but cool nights in the summer. Home to various Skraeling tribes, it is now also dotted with settlements and mining camps established by white settlers from the Thronelands or eastern portions of the Republic. In the northern part of the west, the deserts and low mountains give way to the Great Prairie that covers almost all of the continents interior.

THE EAST: Most people here live in cities that serve as markets for the vast cattle herds of the western and northern plains. Politically, the region is dominated by the so-called Border Baronies -- lands granted to newly-named nobles by King Roland in the time before the North Star Rebellion. During the Rebellion, the border barons and their knights fought with valor in support of the cause; after it, they and the Republic found themselves in a precarious situation: the barons neo-feudal system, with its serfs and oaths of fealty to the throne, is at odds with the Republics political ideals. The result is a disputed eastern border with the Federated Commonwealths, a region in which the barons enjoy the best of both political worlds. The Barons, for now, have been allowed to keep their lands and serfs, provided they do nothing to undermine the Republics independence. Their oaths to the king are considered null and void under the Hexarian constitution, but the status of their serfs has been postponed for a later day. The barons have not acted against the Republic thus far, but it is no secret that they back the Reunionist Party; hence, despite their status as the most civilized region of Hexaria, the Baronies see their fair share of gunfights and duels of honor between Reunionist knights and Free Soiler gents. A trip to the eastern homesteads and cities is thus no guarantee of safety.

THE SOUTH: Dominated by the valley and delta of the Big River, which forms the southern border with Tlaxeca. On both banks of the river, especially in the western portion of the region, lives most of the Republics halfling population. The southern banks of the river, of course, are officially the territory of the Empire, but the halflings there recently declared their independence and are supported by the Republic. They call their nation the Confederated Shires, but most folks just call it Bigriver, thanks to its location. This area is a frequent target of orcish raids from across the border (rumored to be supported by the Tlaxecan Empire), and several fully- or mostly-orcish settlements have sprung up over the last five years, turning the entire Bigriver region into a hotbed of violence and intrigue.

THE WEST: Home to the hardiest white humans and dwarves along with the gnomes who follow both types of people wherever they go western Hexaria is the classic wild west. Mining camps on the verge of becoming towns, lawless but vengeful, dominate the frontier all to the consternation of the local Skraeling tribes, who fight to hold on to their homelands while fending off both white and Tlaxecan invaders. Here is the place where a man can bring nothing but his skill with a gun and become a legend and perhaps escape his past. The largest settlement of note is Tlaxton (properly pronounced tlashtun, but most folks say telaxtun), at the westernmost border of the Republic. A former Tlaxecan worship site (complete with a pyramid at the center of town), it was conquered by the Ironbeard Mining Trust (a dwarven company) during the Rebellion, and today serves as a border outpost, looking out over the desert at the looming Empire. Tlaxton lies at the end of the just-completed lightning rail line, and hopes to prosper because of it. But a lot of folks hate the lightning rail, seeing it as an attempt by the Thronelands (and the Border Barons) to undermine the Republics freedom.

THE NORTH: Much the same as the west; a lawless land covered by small towns and mining camps. However, Skraelings outnumber settlers here, and they make sure no one forgets it. The wandering, vicious Posache humans may war with the pueblo-dwelling Azanani elves, but both cultures will present a united front to the steaders and other white men who come seeking land and gold. Like parts of the east, the border here is uncertain, so many white settlements are neo-feudal baronies centered around a nobles keep or manor, granted to him by the king back east. Ostensibly, order is kept by gun-toting knights who wander from town to town enforcing the kings law; but recently, the Republic was been sending its own settlers and gunmen to the area, to make the point that this is Republic rather than royal land. So far, the north has seen only intermittent skirmishes between bands of knights and gents, but many people fear that it will erupt into all-out war if a peaceful solution is not found. Finally, at the northern-most reaches of the Republic, a few white elven towns have sprung up, complete with liberty trees and the weird religion of those who plant them. The elves keep to themselves as much as they can, but even they are not above violence when their interests and settlements are threatened. As usual, they remain neutral in the brewing conflicts between Reunionists and Free Soilers, steaders and Skraelings, and any other argument outside their own community.

RELIGION IN THE NORTH STAR REPUBLIC

The dominant religion in Hexaria is the same one found in the Thronelands back east: a simple faith that reveres a divine body known as The Pantheon. Thought of as many gods with one will, it emphasizes hard work, personal responsibility, sexual conservatism, and strict morality. Its churches produce the sort of fire-and-brimstone preachers youd expect in a frontier town, taking the Word to any who will listen and many who wont. The religions holy text is called The Eddas, and is full of fanciful tales of ancient gods and heroes, each one illustrating some moral point (though the point isnt always clear). Most educated folk learned their letters while studying the Eddas, and can recite large passages of it from memory.

The Pantheon is opposed by an evil entity known only as The Enemy. It is said that the Enemy was once an angel sent to guard the gates of Hell, but that he was seduced by Hells power instead. Today, he opposes all that the Pantheon stands for, and engages in a metaphysical war for the fate of mortal souls everywhere.

But other religions have influence in the Republic, as well. From Tlaxeca in the south, a new interpretation of the old imperial faith has arisen, based on the victory of revolutionary forces in the War of Hummingbirds Tears, 50 years ago. It has done away with the demand for human sacrifices, but still reveres warrior virtues like honor, stoicism, strength and conquest. Still strongly traditional, it is nonetheless flexible enough to embrace modern ideas and industry, and the new Tlaxecan generation is likely to be every bit as advanced as their neighbors to the north. The religion has no concept of good and evil as Patheonites understand it, but does frown on many of the same behaviors, especially adultery and murder. Tlaxecan religion is complex and confusing to most Hexarian citizens, so little is known beyond the basic details described here.

Settler elves (including many half-elves) have a distinct religion of their own, centered on their unique biology. They worship a concept or being called the World-Tree, whose roots are said to touch every plant in the world. Liberty trees, the resilient and mystical plants necessary to the survival of male elves, are held to be earthly manifestations of the World-Tree. Hence, men are considered divine in traditional elven communities. Elven religion has many concepts in common with Pantheon worship, and like them, studies the Eddas faithfully. But it supplements the Eddas with a new holy work of its own, the Book of Alfar, which tells the tales of ancient elves said to have crossed through the Storm centuries ago. These ancient elves all men supposedly lie in wait, sleeping within ancient trees, for the day they can awaken to usher in a new paradise.

Finally, the religion of the Skraelings is animistic, centering on the reverence of spirits and the land. It has aspects similar to both Tlaxecan and elven worship, and its rites are usually led by people born with the skinwalker brand. Unlike elves, however, Skraelings do not treat the earth and its children with delicacy. They take what they need, and thank the spirits for their co-operation. Though not generally wanton in their claiming and use of resources, Skraelings consider the conservationist attitude of settler elves to be silly and overwrought; obviously it is foolish to despoil the land, but trees are no holier than men or bison. This attitude confuses devout settler elves to no end, since elven Skraelings are seen by them as proof that the Alfar came here long ago.
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Post by anglefish »

What are Skraelings, btw?
Quote:
It seems more like a colonial-era Spanish setting -- along the lines of what you see in tales of Zorro -- rather than the time period I'm working with. I'm using the Texas Republic as a model, but the ambience is more in the classic Wild West period (circa 1876 or so).

Really? I got more the impression of a Gold Rush era with Adventures scrambling to find the motherload of red steel and filled with odd ball characters/fellow prospectors (thanks to Legecies) as compared to a romantic swashbuckling/Robin Hood atmosphere.

More of a "what if the gold rush was in Texas" question than true to any historical source.[/quote]

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Post by artemis wands »

anglefish wrote:
What are Skraelings, btw?


Really? I got more the impression of a Gold Rush era with Adventures scrambling to find the motherload of red steel and filled with odd ball characters/fellow prospectors (thanks to Legecies) as compared to a romantic swashbuckling/Robin Hood atmosphere.

More of a "what if the gold rush was in Texas" question than true to any historical source.
"Skraelings" are what white settlers in my campaign call "Indians." It's what the Norse called them, and I'm using it as a dwarven-derived word.

I haven't looked at the Savage Coast setting too in-depth in almost a decade. What I posted was my impression of the setting at the time, full of Dons, primitive firearms and flashing blades. Some friends of mine played a campaign in that setting that only confirmed my impression.
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Post by Brutorz Bill »

Really enjoying this thread! Keep the info coming!

Later,

Brutorz Bill

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Post by artemis wands »

The first installment of my campaign journal, Hexlands Story Hour, is now up in The Crusades section.
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