Sidewinder: Recoiled

Geoff

First Post
Looking for one book to guide your Wild West role playing adventure? Weighing in at nearly 300 pages, Sidewinder: Recoiled is the rule book for you.

Designed for use with the d20 Modern system, this new volume contains 19 advanced classes, new feats and skills, a veritable stockade of new weaponry suited for the western frontier, and all the SRD rules you need to actively play. Feast your eyes on 25 new feats, complete combat rules specifically adapted for western adventure, sample characters, background information for your campaign, critter descriptions and statistics and much more.

Sidewinder: Recoiled updates the ENnie nominated Sidewinder: Wild West Adventures for the d20 Modern system. Capture the cinematic action and adventure of your favorite western movies, TV shows and novels using this complete set of rules. Create courageous gunslingers, low-down rustlers or high-stakes gamblers and test your mettle out on the frontier.

Because we’ve all purchased books that ended up collecting dust on the shelf, Dog House Rules is offering a “try it before you buy it” program. We’re so sure western fans are going to love this rule book, that we’re offering a special price on the POD version for anyone who buys the PDF version. Get the PDF for $16.50 and the POD can be yours for only $29.50; special purchasing instructions will be emailed to you once the POD version goes on sale.

Strap on your hoglegs, saddle up, and pull your hat down low. You’re fixin’ to ride into the REAL Wild West of Sidewinder: Recoiled.
 

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Sidewinder: Recoiled
Publisher: Dog House Rules
Authors: Bradley W. Hindman, Geoff Spakes, Christopher Warner, Eric A. Burns, Thomas L. Gregory
PDF Price: $16.50
POD Price: $37.50 ($29.50 if you buy the PDF first)
Pages: 292 excluding cover pages

Sidewinder: Recoiled (Recoiled) follows in the footsteps of Sidewinder: Wild West Adventures (WWA), which was published by Citizen Games. It is more than just a sequel or second printing however, as the original Sidewinder used the regular d20 rules, while Recoiled uses d20 Modern. Any time you try and update an existing product and switch to a different (although similar) rule set, there will be challenges. In this case, the Dog House Rules gang have taken on a particularly tough act to follow, as Sidewinder: WWA was nominated in the ENnies as best d20 game. It certainly helps that several authors of WWA have been principle contributors to Recoiled. In addition to telling you about Recoiled in this review, I'll also try and give you an idea how it compares to WWA, for those who own that.

I've always been a fan of role playing in the Old West, and have been playing Sidewinder: WWA since it came out. In that time, I've conversed with the some of the Sidewinder authors via email and message boards. I had planned to input Recoiled into Campaign Suite X (CSX) by Twin Rose Software, to make creating characters for Recoiled easier. Some folks at Dog House Rules also use this program, so at their request this data set will be available free of charge for those who use CSX. (Here comes the full disclosure part) Although I volunteered to create this CSX data, the Dog House Rules gang sent me a complimentary copy of the PDF for Recoiled as a thank you, and listed me in the credits. However, I'll be buying the Print on Demand (POD) book with my own cash once it is available (apparently a few weeks after the PDF release).

One key decision the authors made was to incorporate the d20 Modern SRD in Recoiled. For someone like me who does not own the d20 Modern rulebook, this is great as Recoiled is everything I need to play. For those who do own d20 Modern, there will be some repeating of material. However, according to a note in Recoiled they have incorporated all errata and have modified classes, feats and skills to match the western genre. In addition, there are a number of new classes, feats and skills that have been added that will be discussed below.

Overall Impressions:
The layout for Recoiled is very well done. The set up is logical and easy to read. There is a western flavor throughout the book that makes it an enjoyable read. In general, the book looks good and reads well. This is an improvement on Sidewinder: WWA, which had some confusing layout issues.

Dog House Rules has brought back the interesting and effective devise of having W.B. 'Bat' Masterson join their writing crew, as was done in WWA. Fans of the Old West will recognize that 'Bat' Masterson is one of the more famous lawmen and gunfighters of the era, and so must be accounted an expert on the subject. (The fact that he died long ago, of course, has no bearing on his expertise.) Just as in WWA, I found Bat's historical information to be highly entertaining and enlightening. Many of Bat's comments are drawn from a book he really wrote, titled Famous Gunfighters of the Western Frontier, and so have an authentic ring to them. Any comments from 'Bat' are in a shaded box, so they are easily distinguishable.

The beginning of each chapter tells part of the Gunter gang as they try and "liberate" a payroll from a train. The characters use many skills and abilities as they work through various situations, and you can find them throughout the book being used as examples of how the game mechanics work. These examples are very useful, as they explain how to use some of the trickier skills and feats in a game.

Artwork:
I'm no art major, but it seems to me the cover art does a nice job of acknowledging its Sidewinder: WWA roots while letting you know this is a new product. The interior art-work is all black & white. Some are simple line drawings, while others have more detail and shading. They are not as crisp as I would like, however when I asked about that I was told they intentionally reduced the resolution for the PDF to keep the file size down. The Print on Demand version should have sharper art work. There is header and footer art on each page that keeps the western flavor. I enjoyed the footer artwork especially, with its guns, knives, poker chips, etc. It might have been nice to have an ink friendly version of the PDF available without the header and footer artwork, but I don't think there is one. However, the bottom line is this is not a book you're buying to look at the pictures.

Chapter 1: Introduction:
This chapter gives a very good introduction of life in the Old West. 'Bat' has many interesting stories to tell regarding the Code of the West and the common professions that can be found there.

If you own WWA, you will find a lot of material repeated here. However, they have added some new text and have cleaned things up so it flows better when you're reading. I found myself enjoying this section all over again, as I hadn't this chapter in WWA in quite a long time.

Chapter 2: Characters
This chapter has the basic d20 Modern character classes (Fast Hero, Tough Hero, etc). They are essentially the same as you will find in the SRD, however they have been edited to match the western genre. For instance, Computer Use has been removed from class skill lists and replaced with something more appropriate. There are other changes along those lines. This is part of the reason why I think people will appreciate having the full SRD in Recoiled, even if you own d20 Modern. Recoiled has already taken care of the things that are too modern for the old west, so you don't have to edit the Modern SRD yourself. Bat Masterson provides historical western examples for each of the basic classes.

The d20 Modern Wealth system is presented here, however they have also included alternate rules for using "Cold Hard Cash" in case you want to really track what your cowpokes are buying. There are many suggested alternate rules scattered throughout Recoiled, however they are always in a shaded box and clearly called out as an alternate. I like seeing options like this, myself.

In comparison to WWA, Sidewinder works much better when creating characters. WWA introduced non-standard concepts to regular d20 (like background packs) that meant you had to learn a new character creation system. It also made it difficult to use a standard character generation program. Recoiled uses the standard rules, and so creating characters is a snap if you've ever done it before.

Chapter 3: Skills
In general, the skills section mirrors the Modern SRD. However, all skills have been reviewed and, if necessary, modified slightly to match how things were in the old west. Recoiled has modified skill descriptions so that they are western in flavor; and there are movie quotes scattered around to help illustrate how skills could be used. Both of these things makes Recoiled a fun read.

One skill that did not make the transition from WWA is Fast Draw. In Recoiled, improving your fast draw skill is largely a function of feats instead of skill points. I'll touch on this change more in the combat chapter.

Chapter 4: Feats
The feats chapter has received treatment similar to the skills chapter. Descriptions have been updated, and inappropriate feats removed. However, Recoiled also adds over 25 new feats to help your desperado survive out west.

Chapter 5: Equipment
As you would expect, this chapter contains a breakdown of the cost of common weapons and goods in the Old West. The list has been heavily modified from the SRD to reflect proper pricing and items that might exist. This chapter also corrects one of the most annoying things in WWA. There are different guns detailed out, rather than being lumped into a generic category. For example, in WWA you could only buy a Single Action revolver. Regardless of brand, they were all treated the same. In Recoiled, you can buy a Colt Peacemaker, a S&W Schofield, a Walker Dragoon, etc. Each has its own stats, and makes for a much more interesting time equipping your characters.

One thing that did not get full treatment are horse qualities. There are prices for different levels of horses, however no rules to tell you the difference between them. I'm told this information is slated for an upcoming product called the Judge's Lawbook. I'd rather have seen at least basic rules in Recoiled, even if they are going to expand on the subject later.

Everything you can buy has a price set for both the standard Wealth system and the alternate Cold Hard Cash system, making it easy to use the one you prefer.

Chapter 6: Advanced Classes
There are 19 advanced classes in Recoiled, so no matter what kind of character you want to be they pretty much have you covered. Some of the classes originally came from the SRD and some are totally new. You can select from Bounty Hunter, Brave, Desperado, Gunslinger, Mountain Man, Rifleman, Scout, Tin Star, and Wrangler just to name a few.

Since WWA was based on regular d20, there were prestige classes instead of advanced classes. However there were only five in WWA, so Recoiled has improved on your options dramatically.

Chapter 7: Combat
The combat chapter does a good job of laying out the basics, and then adds in several levels of optional rules so that you can decide for yourself how deadly you want a gunfight to be. Just as in WWA, combat begins with a fast draw round (essentially a surprise round). If you are shot while flatfooted, then an automatic critical threat exists (that still must be confirmed). If you want to get more deadly than that, just start applying some optional rules that make the d20 Modern massive damage rules even more massively damaging.

Recoiled fixes some problems that existed in WWA. For instance, in a showdown (an opposed intimidate check before you reach for your pistol) WWA did not explain what to do if there were multiple people on one side or the other (or both). Recoiled provides the answer.

As mentioned previously, Recoiled has done away with the fast draw skill. If you want to be fast on the draw then I suggest you take the Quick Draw and Improved Initiative feats. I'm not sure if I like this change or not -- I haven't had a chance to play it the new way yet. One thing that will be nice is PC's won't have to burn skill points putting them in fast draw. However, I may bring back the fast draw skill as a house rule, depending on how my players and I like the new way of doing things.

Recoiled uses the standard Modern non-lethal damage rules, which have been debated extensively elsewhere. Whether or not you like them, Recoiled also includes an optional rule that will make it easier to knock out low level characters, so that your wrangler doesn't have to pummel some shopkeeper for several rounds before he's able to knock him out.

Chapter 8: The Trail
In this chapter you will find rules that cover many things that can happen to you when traveling. Travel rates of speed, effects of terrain, hazards, etc. are all covered here.
There is even an optional rule for how to handle all the smoke generated from firearms, since smokeless powder didn't come around until 1890. You could give yourself some concealment due to the powder smoke from your Colt. There are also rules on alcohol consumption and some of the diseases that plagued the west.

Chapter 9: The Corral
Here you will find stats for over 50 animals that you might run across.

Chapter 10: The Bunkhouse
The final chapter deals with ordinary citizens as well as some sample heroic characters (the Gunter gang that appear frequently in Recoiled).

Finally, we get to the references that were used when creating Recoiled. Here they list many, many movies, TV shows, games, fiction and non-fiction books. You can use them to research the Old West or mine them for gaming ideas. There are also several web pages that look particularly interesting for western research. Great idea to include web pages for people to check out.

Final Thoughts
There are a few things that were in WWA that you won't find in Recoiled. Number one is a character sheet. However, Dog House Rules has set up a Snakebites section on their web page where they will be posting free additional information for Recoiled. They have said that a character sheet is in the works and will be posted on their site for download. (edit: They have posted a very nice pdf character sheet on their web site now). WWA included a couple of sample adventures, but Recoiled does not. While having adventure ideas is nice, Recoiled is 100 pages longer than WWA as it is, so I suspect they were just flat out of room for extras like this. It is worth noting that again -- Recoiled is 100 pages longer than WWA, and they have not wasted any space on the pages. This book is packed. There is an extensive preview available on their web site, if you want to see what the product looks like (address at the top).

I like how Modern treats the old west. It never felt natural in WWA that a first level character should have to decide if he's a mountain man, a scout, or a wrangler. I much prefer starting out with the basic classes and growing into an advanced class. I also found all the alternate rules suggestions to be a great thing to include. They have presented options in many areas so that you can customize your game to your style of play.

Sidewinder: WWA was a great game however it was never supported with additional material like I had hoped. Obviously game companies have to make business decisions, and I have no problem with that. However, Dog House Rules has a rules supplement for Recoiled that they are already starting to work on and appear committed to supporting their product. They have created a "Branded for Recoiled" label for future products. Combined with their free Snakebites and excellent communication on their forums, I'd say the prospects for future support for Recoiled are looking great.

Sidewinder: Recoiled is an excellent update to what was already a very good game. It keeps the things that made the original such fun to read and play, while improving upon several areas that needed it. The expanded weapon selection and 19 advanced classes are especially nice. Overall they've packed a tremendous amount of material in here, so that you can play a complete western campaign without needing to consult other books.
 

I'll add a comment to my own review. In the Chapter 8: The Trail section, the following should be deleted:

"on the effects of alcohol. Also, the various vehicles common at that time and the various maneuvers you can, and cannot, perform. Finally, there are stats for horses of various qualities and other common animals found in the Wild West."

I had my old review of Sidewinder: WWA open to make it easier to compare it with Recoiled, and those sentences somehow made their way from the WWA review to this one.

Max
 

Sidewinder Recoiled

The American Wild West is one of the few genres that do not get much written about it in the way of role playing games. It seems that when it does, there is a sense of supernatural and horror added along with it. Rarely, it seems is there a pure Wild West offered of gunfighters, settlers and prospectors. Sidewinder Recoiled is that product. It depicts the Wild West using the d20 modern system.

I am not a fan of the American Wild West. I did not spend my Saturdays watching the movies and TV shows that played. I am not the target audience for this book. However, I can still recognize a well done role playing game when I see it. The book does contain material from d20 Modern as well as Sidewinder: Wild West Adventure. So even though this is a large PDF it is not all new material.

Sidewinder Recoiled takes the gamer into the lands of the American West circa the 1800’s. It does use the d20 Modern rule set with a few alterations to make it fit the setting better. For instance hit points are renamed Grit, but function exactly the same way. It is published as a PDF and is available as Print on Demand for anyone who would like a bound copy. The PDF is 294 pages in length and it filled with information. It is a little expensive for a PDF at $16.50 though.

The PDF is well laid out and well book marked. The pages are very easy to read on the screen, the writing flows from page to page, and it is a nice looking book. It is also a bit of an ink eater with borders at the top and bottom of each page and backgrounds for different sections of texts. There is only one version of the PDF and it comes in at a little under thirteen megs. The zip file is a little under twelve megs itself.

I was a little more then tempted to do one of the Good, Bad, and Ugly reviews that some people enjoy. But I think I’ll stick to my own style. The PDF starts with a nice introduction in top the old west. It does not get bogged down with facts and dates; it presents more of the style of the old west. It talks about gunfighters and gunfights; honor and bounty hunters; and cowboys and gamblers. There is a good amount of info here and a nice amount of side stories.

A good portion of the book covers attributes, classes, skills, and feats. These are pretty much what one has in d20 Modern with the style and descriptions giving one a Wild West feel. The skills and feats have been somewhat redefined to fit into the genre and there are new feats added as well. The d20 Modern rule set is a good fit for the Wild West. The base classes are shown to fit many characters and to inspire a different kind of character for the genre for people just thinking about gunfighters.

I would have liked to seen a little more historical context in the book. For instance there are dates next to some of the weapons presented here and it would have been nice to see what effect the invention of certain weapons had on the Wild West. There is also little write up of the different Native American tribes. I know in the traditional western the Indians had little place other then bad guys, but in this day and age I see more people being interested in their culture and their ways. The PDF mentions many of the famous gunslingers, but has no sample NPCs of them. It would have been nice to read about the exploits and then see how the game can be used to define these legendary characters.

Overall, it is a very nice book that does the genre of the Wild West justice. It does a have a bit of reprinted material but it still requires the d20 Modern book to use.
 

I've made the change noted in my first comment directly in the review. Also, I've noted in the review that a character sheet is now available for download from the DHR web site.
 

Well If I could figure out how to post a review I'd do it, but since I can't :D here goes.

Sidewinder: Recoiled in my opinion is one of the best genre takes on D20 Modern that has come down the trail since D20 Mod. was released in 2002.
I compare it to what Boothill could have nay SHOULD have been "back in the day" , Hindman, Spakes and the rest of the Dog House Rules posse has done a humdinker of a good job. Well I gotta ride off into the sunset now Hi HO Fluffy Away !!!
 

If I had been faster on the draw then I'd be able to tell you how good Sidewinder: Recoiled really was. Instead, buried under reviews, I've left it too late and Green Ronin, bless their hides, have gone and announced Sidewinder: Recoiled will be a Mythic Vista and now everyone knows how good Sidewinder is. This is a review of the PDF game.

What we have here is a sensible and historic Western d20 game. Don't get me wrong; it's a fun game but it's also remotely historically accurate. As a Scot I often read people's attempts to write a Celtic themed roleplaying game and quiver in horror. If you're passionate about your Western history then, I suspect, you'll have a lot of time for Sidewinder. You won't be left to quiver in horror. I have to say "suspect" because I just don't know for sure; we don't study American history here in Scottish schools - but the game feels a damn sight more real than the vast majority of westerns I've seen.

Sidewinder: Recoiled oozes atmosphere. It's laden with quotes and atmosphere text; none of it seems like filler and all of it seems entirely worthwhile. Sidewinder: Recoiled took me ages to read (despite the to-review list of doom to wade through) because I just couldn't speed read through the shaded boxes. I wanted to read it all - and I did. And, as is my reviewing custom, I did it twice.

Sidewinder: Recoiled is a complete game. Bloody nearly a complete RPG anyway. Fair enough; as a d20 Modern game it can't re-print absolutely everything but it has all the introductory text, explanations and basic game mechanics it is allowed to have. The point is that you, as a GM, could let your newbie players read Sidewinder and not have to worry about anything else. Okay; so they don't know how many experience points they need to go up to the next level (isn't that a bonus, anyway?) but they do know how the skills work and how to, for example, multi-class. This is a d20 Modern game and it works well as such. We have advanced characters here, not prestige classes but that option is left open. D20 modern might not be hugely supported in the bloated d20 market yet but notice how many quality producers, many of them new, have seized on d20 Modern's natural strengths and have done wonders with it. In very many ways d20 Modern is better than d20 core.

There's much of d20 Modern's SRD re-printed in Sidewinder: Recoiled. It works. It's a success. There are changes then there needs to be changes. We don't have the fantasy trapping of hit points and instead we have grit. Effectively, it's just a change name but it does wonders for the game. It's not about whether your hero really could survive being shot like that; it's about your cowpoke being a hero because he's a down right gritty bastard. Cowpoke works better than "cowboy" as a phrase, there are ample opportunities in the game for female characters to get some shoot out action. There's a good historical present for it too.

The Wealth System, as introduced by d20 Modern, is up for grabs too. Now, I happen to like the Wealth System, I don't like bean counting as I feel it gets in the way of bigger and better plots and scenes. However, I admit that panning your next dish of gold was a big thing in the Wild West and stealing just a few bucks was not just a serious crime but a notable success. The generic Wealth System doesn't really do this justice. If you want you can use Sidewinder's "Cold Hard Cash" system. I gave it a few quick but challenging tests and it works. You'd expect it to work though; you just have to count the beans. More importantly, and what I was looking for in my "first wave of tests", as I read through the supplement, was some support and return for all that bean counting. Sidewinder does more than just say, "Hey, you could count the money if you want!" it supports the statement, it makes it worthwhile. We've rules for selling stuff for cash. We even have detailed black market rules too.

The character classes, so important to d20 Modern, are subtly changed. They're changed where you'd expect them to be. The class skills are different because there is a slightly different skill set. Just as importantly the basic feats which each hero type can access have been changed too.

There's plenty of support for the alterations on the skills. It is here we really begin to fully appreciate the advantages in a product like Sidewinder deciding to be as a full roleplaying game as it can be. We've meanings and methods for every skill. We've help where help is likely to be needed; Morse Code, for example comes under Decipher Script when it's written down in dots and dashes but if you want to listen and understand it live off the wire then you need to know it as a fully qualified language in its own right. That's an example of Sidewinder: Recoiled sticking to its guns and being historically accurate - Morse Code is important, it is tricky and it needs a suitable amount of attention. Then again there's always the fact that some of your favourite Western memories come from Cowboy shows and movies. Let's look at the training animal rules as standard in the d20 system. They're changed here; if the animal is wiser than normal then it can learn more tricks than normal. Okay, it's tricky teaching the horse new tricks but if you want you might end up with a companion as smart as Trigger or Silver. Hi ho!

The horses can learn more tricks - what about the players? Since Sidewinder dives straight in there with the SRD there is a wealth of feats the RPG could simply repeat. Yeah; Sidewinder does repeat a host of feats but it adds a host more too. There are summary pages for feats before the chapter really gets going. You know what a feat summary page looks like; just the quickest of descriptions as to what the feat does and what you need to master it. There are five full pages of these feat summaries!

The Wild West, I think, is as much about as its heroic actions and abilities (shooting through noose rope) as it is about the weapons. Six shooters and the latest rifles causing troubles, what can the locals do about it? Does the villain have one of those newfangled carbines or not? There are oodles of weapons stats in Sidewinder: Recoiled. If you've been playing d20 and Western for some time now then Sidewinder is here to let you get the most out of the genre. There's even a photograph of some of the infamous weapons of the time. Gun bunnies will drool.

Just as Sidewinder isn't short of feats it isn't short of weapons. Once again I'm reminded that Sidewinder: Recoiled is a full RPG in its own right - which just happens to use the d20 system - rather than an atmosphere supplement with only suggestions in it. We've a full range of shooters to choose from here; be they Sharps rifles, Sharps carbines, Colt Thunderers, Remington Double-Derringers or Winchesters. It's the real deal. More than that, in many cases, we have suitable modifications for weapon qualitative too. The Colt Thunderer, for example, is a superior weapon and does not have the typical -1 attack penalty for the double-action revolvers which is normally applied in the game. Alternatively, if you're more interested in the exotic weapons of the time then theirs is an interesting discussion on the merits of dynamite over nitroglycerin.

And where we have new feats and equipment we can expect new classes too. We don't have prestige classes - some might say that's a good thing - but we have a truck of advanced classes. Running through my notes I see the Bounty Hunter, the Brave, Desperado, Grifter, Gunslinger, Maverick, Mountain Man, Pony Soldier, Preacher, Professor, Pugilist, Rifleman, Rustler, Sawbones, Scout, Showman, Soldier, Tin Star and Wrangler. Phew. Just a few then!

Combat is treated similarly. Similarly to what? Similarly to whole d20 Modern ethos in the game - it's pretty much as you're used to but it's changed when it needs to be. Similarly to the advanced classes - there's a lot of good ideas here but not so much that we begin to smell "filler". There are initiative penalties, for example, when trying to draw a longarm weapon.

For me, the biggest challenge in running a Western adventure is the setting itself. What, no orcs? Attacked by robbers again? If you're fussy (like me) you'll want to know just how much of a challenge it is to go from town to town. How much of a deal is it to be forced out of town? The Trail section has all this in; including appropriate travelling times. The Critters chapter, which follows, is something of a bestiary although it is hard not to smirk a little as it details such hazards as "beavers", "pigs" and "otters". Run for the hills! Get out the big guns! It's an otter! Nevertheless the Critters' rules for poison and snakes are valuable and I expect they'll be used game after game.

I'm not a huge fan of Westerns as a RPG environment. The Western with a twist (zombie cowboys) seem to do it just as well plus bring a host off added extra. Sidewinder: Recoiled is an exception to my general likes and dislikes. I liked this RPG. It is an RPG and not a supplement either. It could well be an official Western extension for the official d20 Modern rules (and is this probably why Green Ronin got involved). Dog House Rules are new kids on the block and they've made an impression here. This is a noteworthy publication. It's certainly what I'd use for Western d20. The game owes a lot to Citizen Games' Sidewinder: Wild West Adventures but despite lurking on their Yahoo Group for years I've not yet been drawn into that setting in quite the way that reading Recoiled did. Kudos, then, to Dog House.

On one level it's a no brainer. Want d20 Western - rush to Sidewinder: Recoiled. On closer inspection there's still little change - rush to Sidewinder: Recoiled. GameWyrd's review scale gives a product which professionally achieves what it sets out to do a 5/10. Sidewinder gets this. Sidewinder: Recoiled gets plus one for being especially atmospheric and plus one for some nice, supportive game mechanics, (grit, for example) and comes to 7/10. That's good going. That's an A. I think we're still left to an experienced GM to get as much mileage out of the Western setting without resort to more of the same adventures and its here that this Sidewinder might have reached 8/10 but doesn't quite make it. Nevertheless, Sidewinder: Recoiled does very well and is all the more successful for not being a cheesefest of repeated clichés.

* This Sidewinder: Recoiled review was first published at GameWyrd.
 

Sidewinder: Recoiled is an reinvention of the original Sidewinder: Wild West Adventures ruleset for use with D20 Modern, replacing the original’s dependence on the D&D 3E Player’s Handbook.

I should say right off that I am a big fan of the genre, and a big fan of the original product, so I knew going in that I might not be the most harsh critic of this product.

The first things that I looked for while reading were facets that had been improved since Sidewinder: Wild West Adventures. The first improvement was as obvious as the pages before me: The layout. In the previous edition, the layout could be confusing at times, but here there is a nice “western” feeling (for want of a better word) to the whole thing and it is very readable.

A big improvement from the previous edition was the placement of the writings of Bat Masterson in shaded text. Previously, I had found it difficult to discern which of the writings attributed to the legendary gunfighter were excerpts from his book Famous Gunfighters of the Western Frontier, and which were the fictive contributions of the game’s author.

The First Chapter (Called fittingly Introduction) draws heavily from material already printed in the previous edition. It’s been nicely tidied up and is more readable than before. The content itself is grand, using the works of Bat Masterson to detail such concepts as “The Code of the West” and clarify the varieties of denizen one can expect to find in the setting. It’s a good read, and I would likely read it irrespective of it’s inclusion in the gaming supplement.

Chapter two, Characters, outlines the basic D20 Modern character classes (“Strong Hero”, “Fast Hero” etc.) but tunes them up for use in an Old West setting (replacing references to computer use and suchlike) and gives examples of such characters from history (again, through the auspices of Mr. Masterson). Also worth mentioning is the alternate “Cold Hard Cash” system offered in this chapter as an alternative to the D20 Modern wealth system. It is what we chose to use in our playtest game, and it worked well (but to be honest, we were never great fans of the wealth system, so we were not hard sells for another option).

Chapters Three and Four deal with Skills and Feats respectively, and they are mostly just modifications of existing SRD material to match the Wild West genre. The product includes a boatload of new feats specific to the genre, however, and they are (at least at first glance) well-balanced and interesting.

Chapter Five, Equipment contains the changes to the original game that I consider to be a quantum leap forward. The authors have detailed and modelled myriad specific weapons from the period; so no longer must PC’s make do with a generic “Rifle” or “Single Action Revolver”, but can equip their nearsighted, lying, hotshot kids with a “Schofield Revolver”, or their reluctant former-bad-man-turned-farmer with a “Sharps Rifle” (Unforgiven references are flying fast and furious here folks). This kind of equipment minutiae is not to everyone’s taste, but this is my review and for what it’s worth I generally like this kind of thing a lot, and specifically for this genre, I like it a whole lot.

Chapter 6 contains the Advanced Classes. 19 of them. This is quite an improvement over the five prestige classes provided in Wild West Adventures. Bounty Hunters, Desperados, Gunslingers, Mountain Men, Riflemen, Scouts, Tin Stars (Lawmen), and Wranglers are the ones that drew my players attention, but if you can’t find something here that meets your needs then you are a much, much pickier player than I would ever hope to cross paths with.

Chapter 7 details the specifics of combat, and they are as deadly as ever (automatic critical threats when flatfooted are brutal, but the “Code of the West” as outlined in Chapter 1 hopefully puts enough non-mechanical penalties in place to offset the mechanical benefits bushwhacker PC’s would enjoy. The Fast Draw skill from Wild West Adventures has been done away with, and I think this is probably for the best (we always wondered why Fast Draw was not just normal Initiative…it seemed like an extra step).

Chapter 8, The Trail is a decent breakdown of general mechanics for the genre. It includes the effects of Hanging (both broken neck and/or strangulation), Alcohol (including hangovers), travel times (by foot, horse, stage, rail and water) and of environmental hazards the PC’s might encounter (Fire, Acid, Electricity (?)) and the ever-popular poisons and diseases. There is even a nice writeup concerning the concealment effects provided by Black Powder, which we haven’t tried out, but which look very easy to implement.

I might actually try and come up with rules for suffocation to add to the concealment bonuses for these clouds of smoke as I’ve breathed in black powder smoke before and it is damnably unpleasant (as you could probably guess).

Chapter 9 (The Corral) outlines the stats for 50 animals commonly encountered in the genre. I didn’t use any of them in the playtest so I will reserve comment (I don’t use many monsters in my D&D games either come to think of it)

Chapter 10, The Bunkhouse, includes a pile of pre-made NPC’s for GM use as well as a huge selection of inspirational material (movies, books websites)

So in the final analysis, this is one hell of a good update on what I already considered one hell of a good product. Everything that I liked about Sidewinder: Wild West Adventures is still here, and what’s been expanded (particularly Advanced Classes and equipment) were expanded for all the right reasons.

I was sent a .PDF of this product for review, but at the time of this writing it has been announced that Green Ronin Publishing (a perennial favorite) shares my enthusiasm for his product and is doing a print run.

I can guarantee they will get at least one sale.
 

one small nitpick, TB... in Sidewinder: Recoiled, any hit on a flat-footed opponent is an automatic critical threat, not an automatic critical hit. subtle distinction, but it does make it slightly less brutal.
 


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