Weird West or Western C&C ?

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Lucifer_Draconus
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Weird West or Western C&C ?

Post by Lucifer_Draconus »

Anybody run a Weird West or Western based C&C game? If so, how did you go about it? Especially weapons & equiptment? I'm thinking of using my 3.5 Sidewinder: Recoiled RPG to get those bits I need & try top convert to C&C.
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Post by serleran »

There is a SIEGE-like game called Go Fer Yer Gun, by Simon Washbourne (Beyond Belief Games) which I hear is pretty slick (I've not played it.)
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Post by Breakdaddy »

I'd use Deadlands: Reloaded if I were going to run a weird west game or Aces & Eights for a straight western most likely.
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Re: Weird West or Western C&C ?

Post by Aramis »

Lucifer_Draconus wrote:
Anybody run a Weird West or Western based C&C game? If so, how did you go about it? Especially weapons & equiptment? I'm thinking of using my 3.5 Sidewinder: Recoiled RPG to get those bits I need & try top convert to C&C.

We ran a 6 week game using Go For Your Gun (can be had at RPGNow for a couple of bucks). The write up of our adventures can be read HERE in the Crusades section

It was good fun. We just completed the follow up game a few months back, which was much more weird west (culminating in an involuntary visit to the dead world Carcosa that is home to the malevolent Hastur the Unspeakable) . Although I had some of the other books (Deadlands etc.) I just made everything up within a C&C context. Slightly tweaked C&C creatures or 3.5 creatures and so on. The class framework of Go For Your Gun + the SIEGE engine makes everything else pretty straightforward.

One odd thing we noticed in combats was, high strength characters who add their STR modifier to a melee weapon would often do more damage than using a gun (which used things like a single d8 or d10 for damage). It's not unreasonable to think that a swung axe does more damage than a bullet, I guess, but it led to some fun combats where some poor hapless fool was trying to fight off the PCs with a measly 6 shooter, while they are chopping at him with axes and tomahawks, by preference
I found the mix of wild west gonzo style, and a touch of the supernatural (don't do more than a touch of it, especially at the beginning) worked pretty well
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Post by anglefish »

Well one benefit of guns was range.
Some ideas:

- Reintroduce crit ranges and give guns lower ranges than hand weapons

- Give guns more damage ...

- Use a vitality/wound system. this make crits mean more.

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Post by finarvyn »

serleran wrote:
There is a SIEGE-like game called Go Fer Yer Gun, by Simon Washbourne (Beyond Belief Games) which I hear is pretty slick (I've not played it.)
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I've played it and I like it a lot. Coming from a guy who played Boot Hill in the 1970's that says a lot, since BH has always been my "gold standard" for Western games. Go Fer Yer Gun is based on C&C and feels a lot like it. I would think you could start with GFYG and house rule some weird west stuff without much trouble.
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Post by mordrene »

finarvyn wrote:
I've played it and I like it a lot. Coming from a guy who played Boot Hill in the 1970's that says a lot, since BH has always been my "gold standard" for Western games. Go Fer Yer Gun is based on C&C and feels a lot like it. I would think you could start with GFYG and house rule some weird west stuff without much trouble.

I agree. I was working on a gfyg with either the deadlands d20 rules for magic or adding the druid and sorcerer type from fantasy. I was thinking along the lines of a hunter game in the wierd wet like the superntural tv series. I had put it aside but thanks all for starting me to think about this again.

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Post by Lucifer_Draconus »

I'll look into checking out Go Fer Yer Gun asap. Thanx for the imput.
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Post by Relaxo »

I'll have to check that out.

There's also Goblins and Gunsmoke to draw from (get it? draw? har har)

it's a microlite 20 variant. sorry no link.
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Post by Orpheus »

Breakdaddy wrote:
I'd use Deadlands: Reloaded if I were going to run a weird west game ...

This one. Check it out. They're redoing this and releasing the results around Gen Con. Apparently, they're splitting up the core book and doing a Player's Guide and a Marshal's Guide, and things are getting cleaned up, clarified and presented differently.

I got into Deadlands: Reloaded about a year ago and, while it's difficult to convince some folks to give playing in the Weird West a try, it's a very rewarding game once everyone gets on board.

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Post by Lucifer_Draconus »

I don't know about using Deadlands as I prefer to use something compatible with C&C or another OGL based ruleset or even a retro-clone.

I'll look up Goblins & Gunsmoke asap.
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Post by Orpheus »

Lucifer_Draconus wrote:
I don't know about using Deadlands as I prefer to use something compatible with C&C or another OGL based ruleset or even a retro-clone.

I'll look up Goblins & Gunsmoke asap.

Fair enough. It is, however, a very simple system which plays very fast and which I personally feel handles gunshots better than a straight-up HP system. You should check it out some time.
I would echo the other votes for GFYG, then. It's very inexpensive and really is C&C for the Wild West. You could just play that and drag in baddies from M&T.

Edit: Crap! I almost forgot about Deadlands d20! While I've never played it, it very well might fit the bill for your purposes. Just drop-and-drag into C&C.

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Post by Relaxo »

Just DL'd Go fer yer gun (for only 3 bucks, why not?) and after a 4 minute perusal, I'm impressed!

It's a D20 / siege hybrid, I'd say it's fair to say. diggin it.

what do I mean?

Basically the same "skill system" no feats, a modified siege engine, in other words.

No races, so everyone has the same primes.

2 primes CB = 12

2 secondaries, CB =15

2 tertiaries, CB = 18

I'd adopt this in C&C except with race bonuses I'd say it's no good.

unless you did

humans 3 primes

and... 1 secondary and 2 tertiary?

still... think I'll leave C&C as is.

also, HD stop at level 4, (just bonuses after that) so having better skills is needed in GFYG, I would guess. oh and a AC bonus as you advance in level for all classes... interesteing (similar to the BtH, it's a BtD (defend).

like I said, 4 minute review makes it look smart and sleek.

and hey, for 3 bucks, why not?

it would be very easy enough to just do it siege... 3 primes, hd to level 9 and what have you...

Didn't read teh gun rules, however, if that's a deciding factor for you.

ahem, y'all.
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Post by Relaxo »

By now, I've totally drunk the Go Fer Yer Gun Kool aid, and have written a very positive review at RPG now if anyone wants to see it;
http://www.rpgnow.com/product_reviews_i ... 19438&it=1

I think it would mesh very nicely with C&C / Siege, and you can draw some Weird Critters (or Dag Nasties) from Goblins and Gunsmoke and have a very nice little Weird West game lickkity split.
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Post by finarvyn »

Been thinking about this recently and just wondering if anyone put together add-on rules to Go Fer Yer Gun for fantasy or weird west type adventures. I don't own Deadlands at the moment, or I'd just do this myself....
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Post by concobar »

Breakdaddy wrote:
I'd use Deadlands: Reloaded if I were going to run a weird west game or Aces & Eights for a straight western most likely.

same here.

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Post by anglefish »

I'd scavenge d20 Deadland supplements for the monsters at the very least.

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Post by ThrorII »

I downloaded GFYG last night, and read it completely in an hour or two (its only 46 or so pages).

I love it as a 'starting off point' for a C&C Old West game.

I'm writing conversion crib notes for my group, but I am reverting it back to the C&C mode of 3 primes and 3 non primes. I'm also adding a female class (soiled dove), and keeping the C&C attribute modifier range (up to +3 only) and C&C level cap (12th). My group is familiar with C&C and likes it alot, so where GFYGs diverges from it, I'm ropin' it back in.

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Post by TheMetal1 »

Just curious about GFYG. Since humans are the only race, I wonder if making two primes specific to their class would be more appropriate?
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Post by TheMetal1 »

Some of this was already mentioned but figured it might be helpful here. At the very least it makes this a one stop shop for Western Themed games to mine for stuff. I plugged in links to the game and if they had a review or other info for your reading enjoyment.
Gunslinger & Gamblers by FJGaming is another one. It has an interesting mechanic as they use poker dice for conflict resolution. Which I think gives a pretty good 'western' feel.

Game:http://www.fjgaming.com/pages/games/gun ... mblers.php

Review: http://www.rpg.net/reviews/archive/14/14222.phtml

In regards to Deadlands, which I think is OOP. Pinnacle has released Deadlands: Reloaded. Which is using the Savage Worlds ruleset.

Game: http://www.peginc.com/games.html

Review: http://www.rpg.net/reviews/archive/12/12234.phtml
Sidewinder: Recoiled made by Dog House Rules If your familar with d20 Modern or if you know D&D 3.X or Pathfinder you'll understand it.

Game: http://www.doghouserules.net/recoiled/recoiled.html

Review: http://www.rpg.net/reviews/archive/10/10142.phtml

You could always just play WOTC's d20 Modern with the d20 Past supplement as well.
Dogs in the Vineyard by Lumpley games

Game: http://www.lumpley.com/games/dogs.html

Review: http://www.rpg.net/reviews/archive/10/10742.phtml
Blaze of Glory: Wild West Campaign Setting by Golgotha Games

Game: http://www.rpgnow.com/product_info.php? ... 16597&it=1

Review: http://www.rpg.net/reviews/archive/9/9419.phtml
Go For Yer Gun from Beyond Belief Games

Game: http://www.rpgnow.com/product_info.php? ... ers_id=522

Review: http://www.rpgnow.com/product_reviews.p ... 19438&it=1
Aces & Eights: Shattered Frontier by Kenzer & Company. Interesting Shot Clock mechanic.

Game: http://www.kenzerco.com/aces_n_eights/

Review: http://www.rpg.net/reviews/archive/13/13190.phtml
Dust Devils Revenge by Chimera Creative which uses a card based mechanic focused on the Poker hand. Currently unavailable, but may offer in the future. I put the link to his blog and to the review anyway along with a character sheet to give you all a feel for it.

Character Sheet: http://www.storiesyouplay.com/wp-conten ... -color.pdf]

Blog: http://www.storiesyouplay.com/blog/2010 ... back-home/

Review: http://www.rpg.net/reviews/archive/12/12686.phtml
Boot Hill by TSR. The classic game of the genre. Sorry no links for this one as it's OOP. But here is the review and the wiki for more info/links.

Review: http://www.rpg.net/news+reviews/reviews/rev_2436.html

Wiki: http://en.wikipedia.org/wiki/Boot_Hill_ ... ying_game)
GURPS Old West The West played out using Steve Jackon's Generic Universal Roleplaying System. It's OOP, but only in the dead tree version. You can still pick up the PDF over at Warehouse 23.

Game: http://www.sjgames.com/gurps/books/OldWest/

Review: http://www.rpg.net/news+reviews/reviews/rev_2961.html
Coyote Trail by Precis Intermedia. There is an extended version of the game. Easy to find if you want that. Just put in the links for the Core game.

Game: http://www.rpgnow.com/product_info.php? ... _0_0_10128

Review: http://rpgpundit.xanga.com/690560388/item/
Goblins & Gunsmoke. from Beyond Belief Games. It's a five page PDF using Microlite20 OGL. Haven't found the review, but you should be able to find the OGL and free download of microlite20 on the net.

Game: http://forum.microlite20.net/viewtopic.php?f=3&t=34
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Post by finarvyn »

A nice collection of links, TheMetal1. Thanks for putting it together for us!
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Post by anglefish »

It's out of print, there there's SpellSlinger by FFG
http://www.pen-paper.net/rpgdb.php?op=s ... ookid=3990

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Post by Treebore »

Yeah, for the C&C feel, Go fer yer Gun is the place to start.

However, I have fallen in love with Aces and Eights. Which shocks the heck out of me. It is capable of being rules lite, because it has a basic rules level that is pretty bare bones. Then you add on more "Advanced" rules.

I typically hate rules complex, but what makes it different in Aces and Eights is all of the rules, that I use at least, adds to the "feel" of the Wild West.

Like when I run brawls we use Poker Chips, and each combat phase (every 10 seconds for brawls) you "ante up", betting how much of a bonus you want to hit, damage, and to absorb damage. So it is easy to feel like your playing poker with a brawl going on around your table.

When you have a gunfight, its deadly, real deadly. Yet, still reasonably survivable, because its hard to shoot accurately in a gunfight, which Aces and Eights reflects very well with their silhouettes, transparencies, and drawing a card from a Poker deck. Because unless you roll a modified 19 or higher, the draw of the card can still have you miss. Again, drawing the cards makes you feel like your playing Poker while watching a gunfight go on.

Then there are the horse chase rules, where having a darn good horse really pays off, because you use Poker cards to determine the terrain during each phase of the chase, and you often have to make checks. If you fail those checks you may lose your prey, or lose the posse.

So unlike most rules complex games, the rules complexity in Aces and Eights does a lot to add to the role play experience, rather than just make your PC more uber powerful

Plus when you do the advanced PC generation rules you will know everything about your character. Where they are from, their social class, how many siblings they have, how many of them are dead or alive, and why they died. You'll know about your parents, were they good, bad, or indifferent, do you have mental issues because of them?

So very, very much to my surprise, Aces and Eights has not only become my favorite Western RPG of all time but it has actually made me love to run and play a Western game. Complex rules and all.

Yes, when I think about it, it still shocks me.
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