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1)Thanks for the correction on the Rary/Murlynd confusion!

2) Another idea from Harry Turtledove: at one point in the series, a certain military force enters another country with an eye towards using it as a strategic base, only to find that the Gods of that area inhibit their magics, rendering them impotent.

In a campaign like this, that concept could be applied to the concept of "Sacred Ground. The gods of the region would consecrate a place so that no magic and no tech beyond muscle-powered weapons (IOW, the PHB equipment list) function.

3)
I notice several suggestions above that in 'Western D&D' the 'other' be 'Native American' elves, rather than 'Redskin' orcs. Be warned that this postmodernist 'Dances with Wolves' approach to the genre will actually take your game further away from the traditional Western than standard Gygaxian D&D. If the natives are the good guys, doesn't that mean the settlers (humans, presumably) are the bad guys?

Well, in a real sense, the settlers were bad guys...but no more bad than the tribes that warred between themselves. They just had better tech.

But I understand what you mean- the traditional Western was written for Europeans/Americans by Europeans/Americans, with the whole "Manifest Destiny" thing taken as given. Those that dealt with the conflict betweens settlers and Native Americans did so almost exclusively from the pro-settler viewpoint.

OTOH, FRPGs consistently gloss over the ramifications of the feudal political system, including how few people actually carried anything better than (in D&D terms) Simple weapons by law, or the number of female adventurers, so such a revision is not completely without precedence.
 
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Of course, you COULD have both "noble savage" elves and "redskin" orcs, just as different tribes warred out in the West, orcs and elves could have long been mortal enemies and when the expansionist races came, elves loosely allied with them and orcs fought them tooth and nail.

I'd keep the firearms from the DMG, they are really no different than bows or crossbows unless you want to simulate the "firearm advantage".
 

I can't believe I didn't suggest this earlier:

The nearly ideal plains-dwelling Native Americans for a setting like this would be...Centaurs!

I also think that Fey races should play a bigger role in a campaign like this.

Another race that would work as a sub for Native Americans would be Eberron Shifters. That way, the character's totem animal would actually be mechanically represented in the PC's powers.
 
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It occurs to me that some of the D&D classes wouldn't neccessarily work well for Native American PCs.

You might want to check out the Kingdom of Kalamar's Shaman class. IMHO, it would work a lot better for Native American priesthoods than the Druid or most Cleric builds. Another option in that regard would be the AU/AE Greenbond- all you'd need to convert it is develop a spell-list, and you could just use the Druid's spell list for that.

Another "I can't believe this didn't come up earlier" moment- You REALLY should check out Atlas Games' Northern Crown, which is set in a just post-Colonial America type era. Thus, it has a lot of info on cultures and classes that might work for running Native American PCs.

Of course, there are also Totemic Warrior archetypes that you may find useful in Unearthed Arcana, AU/AE, and probably countless other D20 products.
 
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To reply on the PC races, I want try to stay within general D&D, no specific campaign races like FR or Eberron, to begin with. Like races from PBH, Races series and MM.
 


Thanks Dave, I got it. Some on another board suggested Vermin mounts from Arms and Equipment Guide which I might do just because it fits in an odd way. Centaurs would be cool if they have no LA to them which I do not like to play LA creatures. If there were some other +o Centauroid creatures out there then maybe yes.

There is the Spirit Shaman class from Complete Divine which fit pretty but I mix that and the Druid together have both wildshaping and spirit channeling into one class. Or I might do an alternative class feature or something.
 
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I just had a cool idea.

Pick up a copy of Oriental Adventures, and change the name of "Iaijutsu Focus" to "Quick Draw".

Now you can have mythical Quick Draw battles where a single bullet kills the BBEG in a cinematic duel!

---

On a similar vein, you could use Samurai as the standard "Gunslinger", and replace Ancestral Daisho with Ancestral Irons.

You could also have spellcasting Gunslingers as several mentioned above, but keep these in addition to your standard "Lead Bullet" Gunslingers. This could create various groups that have unique methods of gun use, from the traditional "Honesty is Hot Lead" type of Warrior Gunslingers to the arcane Spellslingers that hurl bolts of eldritch might through their mystical shooting irons.

This sounds like great fun!
 

Satori said:
I just had a cool idea.

Pick up a copy of Oriental Adventures, and change the name of "Iaijutsu Focus" to "Quick Draw".

Now you can have mythical Quick Draw battles where a single bullet kills the BBEG in a cinematic duel!
...

This sounds like great fun!
You beat me to it. That's kinda how I use it. Most Quickdraw "Gunslingers" though use throwing axes in hip holsters (Reminds someone of that awful funny fantasy movie with Jack Palance? Hawk?). Add a feat that gives you +1d6 sneak attack damage ... or a special houserule that everyone who catches someone flatfooted gains +1d6 damage (I've never understood why a barbarian with a greataxe bashing someone from behind who didn't notice him didn't get some kind of extra damage)...

The First Strike feats from AU work nice in that regard.
 

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