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D&D Wild West style!

tecnowraith said:
I am about to design a world where it is a typical D&D but with a twist. I want to add the themes of the wild west like societies, culture and profession to a typical D&D fantasy world, examples would be half-orc cowboys or eleven spirit warriors (these might change). I do not want anything too cliche with mixing of themes. Think how Eberron has a pulp style where my world Wild West style to a D&D fantasy world.
I've been running this campaign since 2003! I have five threads over in the "Story Hour" forum with this campaign. I've been using D&D/Boot Hill hybrid rules for all of these.

Check out the threads "Revenge, Renewal and the Promise of a New Year", "Wizards Whiskey and Wonderful Things", "Here there be Vampire" and "Ballots and Bullets" for the very successful Play-by-Post game.

Essentially I'm using D&D rules except for firearms combats which use two of the Boot Hill tables for hit location and wound severity. The world has D&D pantheons and religions rather than Judeo/Christian and so instead of the Protestant Reformation in the 15th century Europe split over Clerical vs. Wizard magics.

As for races High Elves = American Indians except for Centaurs which are also American Indians, Wood Elves = Central and South American Indians, former slaves from Africa are Ogres, Chinese are Orcs.

I've stuck to actual history rather closely but have made some tweeks to account for magic. It's generally a low-magic world.
 

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Silver Moon said:
As for races High Elves = American Indians except for Centaurs which are also American Indians, Wood Elves = Central and South American Indians, former slaves from Africa are Ogres, Chinese are Orcs.

I like a lot of these, though I would think Wood Elves would be a better fit for Eastern Woodlands Native Americans, Gray Elves for Central Americans, and High Elves for Great Basin/Plains Native Americans.

Plus I'd have Centaurs as Mongols (and I've long wondered why TSR didn't go that route for the Hordelands rather than just a direct Mongol/Horde conception). Especially because there were no horses in the New World before Europeans arrived (though I can see the argument for having them- or an analogue- since horse-riding plainsmen have become such a cultural icon for that era.)
 

I had a bias in that I owned a set of Native American Elf miniatures and Native American Centaur miniatures so built that aspect of the campaign around it. I also had miniatures of orcs wearing oriental armor.
 




tecnowraith said:
Yeah, but sometime they would still be part of the species or have subtype sometimes.

Sounds fine if that's what you want to do. I generally don't include them among dragons, basically I describe them as big flying lions with scaly patches to distinguish them from the Lesser and True Dragons. The sort of thing a mage's botched experiments a few centuries ago released into the area.
 

Ok guys Im back after research and planning and I came up with something odd, but interesting. I have been thinking about what to do with the railroads and the locomotives and did not want to repeat others and the weird thing I thought of was what if I made/use the locomotives as constructs; instead steam, elementals or magical stones? I'm still working on the idea but its different and unique.
 

tecnowraith said:
Ok guys Im back after research and planning and I came up with something odd, but interesting. I have been thinking about what to do with the railroads and the locomotives and did not want to repeat others and the weird thing I thought of was what if I made/use the locomotives as constructs; instead steam, elementals or magical stones? I'm still working on the idea but its different and unique.

Interesting. Aren't lightening rails in Eberron powered by elementals? Other than that, I can think of clanks from Joshua Dyal "dark*heritage".

http://www.wowway.com/~jdyal/dh/day2half.htm
 


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