tecnowraith said:
The thing I am working on now are the playable races and which wild west culture would fit them more. I do not want to repeat the other campaigns like Eberron, FR or Iron Kingdoms. The cultures (or ethnic groups) that were popular in the west were Indians, Chinese, Mexicans, Spanish and European-American.
Humans are the obvious fit for the Europeans who've been here for a while.
Rural elves and aristocratic elves have been done to death. So why not make elves an analog to the more recent European Immigrants--Poor, Urban, and more than a little bit dissatisfied.
I think Dwarves are sort of a natural fit for the Chinese, stoically digging railroad tunnels through the high mountains.
Mexicans are basically mixed blood europeans and native american--If you're using your draconic race for natives, then a half-draconic would be appropriate.
Monstrous races make poor analogues to real-world races for a variety of reasons, so its probably wisest to just leave orcs out of the scheme and come up with some other excuse for their presence.
That leaves halflings as an analogue for Africans, and in a way it fits--Halflings seem the likeliest target for slavers.
Gnomes could swap for something really exotic, like middle-easterners or Indians-from-India.
Final note: If you really want a western feel, you'll want to really emphasize ranged combat at the expense of melee, and that means guns. Crossbows just don't pack enough of a punch to be a suitable replacement from a mechanical standpoint. Plus, I think the closer you get to real-world weapons, the closer you'll get to the western feel.
Try these stats:
[SBLOCK]Pocket Pistol:
2d4 damage, x2 crit, 40 ft. range, size small, magazine 6
Six-shooter:
2d6 damage, x2 crit, 40 ft. range, size medium, magazine 6
Heavy Pistol:
2d8 damage, x2 crit, 20 ft. range, size medium, magazine 4
Rifle:
2d10 damage, x2 crit, 100 ft. range, size large, magazine 15
Game Rifle:
2d12 damage, x2 crit, 180 ft. range, size large, magazine 1[/SBLOCK]