punkorange said:
You guys have invoked my curiosity on sidewinder. I will definately have to look into it.
I have always thought of giving a standard d&d game a western theme would be cool. No guns or TNT, just the overal theme. Dwarven prospectors, Elven Shamans, Human settlers trying to take advantage of all other races by building boom towns around dwarven mines when news of gold hit, or taking over the land the elves had already cultivated.
ya know
I've been working on an OGL game that's a lot like this, but it does use guns.
Rules:
http://mythmere.tripod.com/sgp.pdf
Yahoo group:
http://games.groups.yahoo.com/group/sorcerygunsandplunder/
When it's a bit better playtested, I'm going to release it with a GNU-type license that will allow free distribution of the core rules and a lot of the product identity.
Latest intro:
The tides of chaos have pushed humankind to the brink of destruction, most of its survivors living in a few cities shattered by plagues, demonic possession, and anarchy. It is only in the last few years that the tide has turned, and a battered human race has set itself to the goal of recapturing the chaos-tainted wilderness beyond its borders. Humanity has fought desperate and savage wars for centuries against the advancing forces of chaos, while its civilization rotted from within from the influences of chaos – disease, madness, leprosy, demon possession, and corruption. Ancient kingdoms have fallen and the feudal system has been swept away, leaving a multitude of impoverished nobles as refugees in the crowded cities, begging for scraps of food and scheming to recapture lost lands and riches.
There are many possible reasons for the recent victories against chaos. Some say that the forces of chaos are simply gathering strength for the final battles. Others point to the recent innovation of gunpowder weapons as the reason why the final onslaught has been staved off. The benefits of gunpowder are, however, hardly significant. Large siege cannons have served to defend a few major fortresses, but they are unreliable and even dangerous. Personal firearms such as muskets and pistols cannot be manufactured in the numbers needed to arm even a small army, and they are barely more dangerous than crossbows. The main benefit of firearms has been to supply a few elite troops with a ranged weapon that can be fired easily from the back of a mount, and inflicts slightly more damage than a bow. Gunpowder weapons provide an advantage to humanity, but not enough of an advantage to explain why the grip of chaos has lessened in recent years. Wise heads consider this moment in history as a brief interval, a natural fluctuation in the tide of chaos that cannot be maintained unless humanity seizes the moment to reorganize and to take back lands that have been lost. This time is a time of opportunity, the moment for humanity to seize a last, desperate chance for survival.
Land is the key to everything. In the teeming, overcrowded cities, peasant refugees dream of farms, veteran soldiers dream of owning taverns and mills, merchants dream of new markets and caravan routes into a newly-reclaimed countryside. Only a few have any concept of the dangers involved in wresting control of the wilderness from the grip of chaos – for the beasts and minions of chaos have not retreated or weakened in these wild places, they have merely stopped advancing. Every acre of land will be bought in blood, for the wilderness is poisoned with the taint of chaos. Safety will be a hard fought commodity. Certainly, though, there is no shortage of pioneers. The cities are full of refugees, vagabonds, and landless peasants who have sought refuge there; life is a cheap commodity, and the hope of a better life will draw thousands to march into the wilderness. Most of them, unfortunately, will become food for the chaos denizens awaiting them there.
And who is to rule these new lands as they are pried from the grip of chaos? So far, there is no clear answer to this question. The first successful settlements have turned into a patchwork of baronies, free towns, and petty kingdoms, most of them claiming the right to govern gigantic tracts of land far beyond the borders they actually control. Minor wars have already been fought between some of these new states, and worse violence is certain to follow. Many “Emperors” have declared themselves based on complicated legal documents and family trees, claiming to be the true inheritors of one of the various empires of the ancient days, and the refugee nobles are in a ferment of activity in an attempt to retain the lands they abandoned. Every cult and temple dreams of founding a great theocracy, and every knight sees himself the lord of castles and lands. Of course, not all plans for the wilderness are so benign; many humans are already the bought and sold creatures of chaos themselves. Evil cultists, the possessed demontaken, and other sinister individuals are heading out to the frontiers for their own purposes and the purposes of their masters. The servants of chaos may be planning to act as saboteurs, or they might just be following their original course of corrupting humanity from within; it probably depends upon which Chaos Lord is the servant’s master.
Not all the pilgrims are seeking lands, of course. There are many veteran soldiers of the wars against chaos, and every frontier settlement will need protectors and law enforcement. Also, of course, some view these unprotected settlements as sources of ill-gotten gain, whether through banditry or fraud. The new lands are completely lawless, with the exception of what laws can be enforced at the point of a sword.
And the pilgrimage continues. Groups of peasants in rustic carts, columns of religious fanatics in somber garb, minstrels in motley, scarred veterans in well-worn armor, shifty-eyed pickpockets, and fat merchants gather in caravans almost daily to gain fame and fortune in the lands of Chaos.