How Would You Run A Western? (Magnificent Seven? Firefly?)

Right now I'm playing in a game of the classic Deadlands. I like aspects of the Rules, but lordy, certain sections of the rules set are so clunky compared to d20 that it's making us all twitch. Talk about a high learning curve.

If I was running a western, I'd definitely use Sidewinder: Recoiled. It's one of the best examples of "genre d20" games that I've seen. I'd probably do Firefly in this, too, or in Grim Tales.
 

log in or register to remove this ad


If I were to run another western RPG, I would probably use the core D&D books. The DMG has servicable firearms rules. Those would be easy enough to expand for variety of calibers, etc. The players might even be limited to NPC classes, primarily Warrior & Expert (Aristocrat if they want to be Eastern Greenhorns; Shamans reserved for natives if used at all). I would probably base it in Territorial Florida based on the real-life exploits of Florida cowboy Bone Mizzell (I read a great book on him while researching various Western themes).

I ran a Spellslinger mini-campaign last year. It was fun. The book has good setting information. I really liked the idea of using magic brands. But, the classes are a little overpowered. Plus, I think it lost something to feeling "D&D Wild West". A more historical game would probably appeal more to me & mine if there were a next time. I did enjoy using short adventures from Dungeon, though; which is a lot less work to DM a game.

Sidewinder was a neat game to read. It was written in a great style. So, I am sure Sidewinder: Recoiled is good, too. I'm just not a fan of d20 Modern rules, and there's not enough interest for me or my players to develop a western game.

Deadlands d20 didn't get it for me. It's a great game in its original, but it uses a totally different rules set. If Pinnacle/Greta White Games ever gets Deadlands (actually) Reloaded with the Savage Worlds rules set, it might be worthwhile.
 

Spellslinger from Fantasy Flight Games does a tremendous job of capturing fantasy western in 64 pages.

For those who want more genre things, Sidewinder Recoiled is a big thumbs up.
 

Hmmm... tee big trend I'm seeing so far is towards Sidewinder, which I may end up getting. I actually picked up Spellslinger a week ago, and while its a great book, I'm kind of itching for more depth, for something a little bigger. Sounds like Sidewinder may be that.

So, keep those suggestions, coming, I like hearing other people's ideas.

Also, with any of these given books, what rules really make it work for you? (i.e. What rules/flavor really make it a western)

How would you modifly or change these rules?
 

Warning!!! Shameless pitch.

scourger said:
Sidewinder was a neat game to read. It was written in a great style. So, I am sure Sidewinder: Recoiled is good, too. I'm just not a fan of d20 Modern rules, and there's not enough interest for me or my players to develop a western game.

Since, the only major difference between D&D and d20 Modern is the class structure, my guess is that you don't like the base classes. (Am I correct? Of course d20 Modern also uses a modified Massive Damage Threshhold and nonlethal damage system; however, those changes are somewhat cosmetic and easily removed or replaced.) If my guess is correct, might I suggest removing the base classes and running the advanced classes as core classes? Of course the class prerequisites would need to be yanked and the classes would only have 10 levels ...
 
Last edited:

Macbeth said:
Hmmm... tee big trend I'm seeing so far is towards Sidewinder, which I may end up getting. I actually picked up Spellslinger a week ago, and while its a great book, I'm kind of itching for more depth, for something a little bigger. Sounds like Sidewinder may be that.

A fantasy/horror Western game is definately on the far horizon for my group. I've been looking around but I do know I'd probably like to stick to d20 for now. I bought Sidewinder: Recoiled as a PDF, then bought the print version, then gave another copy of the print version as a Christmas gift. So... I'd probably use Sidewinder: Recoiled :) I did a one-night Buffy-Western game with it, and people seemed to like it. I didn't use a lot of the more complex d20 Modern rules, since we were not going to be playing it but for just a little while.

I like the flavor in S:R. There are tons of little historical bits in with the rules. GURPS: Old West is a good buy as well. I picked that up when I was going to do an Urban Arcana game and needed some more old west info. More info, few rules, as is the case for almost all GURPS world books.

I've never played Deadlands but I know some good friends who have played Classic Deadlands. They were very impressed with it and a number of other people seem to be as well. You might try eBay and look for an old copy of Boot Hill from TSR (in any of it's, what, two or three incarnations).
 

It all depends on what you want. For me, Westerns are living and dieing by the gun, and everything else is fluff. That is why I still think Boot Hill is a great game. Unless you are coming up with a campaign requiring lots of skills, character actions can be resolved by RPing, like in the good old days. We made custome charts for brawling, drinking and jumping because those became major parts of the game. Jumping from roofs onto horses, from horse to horse, wagon to wagon etc.

What I liked about it, wa any 2 bit gun slinger had a chance to kill you with a single shot. Generating PCs takes all of 10 minutes for a new player. Clean and simple. We ran campaigns as lawmen, outlaws, Banditos and just as frontiersman. You could easily take a group and give them the Ponderosa and run site based adventures. This game gives the GM total control. Totally creates the feel of the spaghetti western.
 


Brad Hindman said:
Warning!!! Shameless pitch.
Since, the only major difference between D&D and d20 Modern is the class structure, my guess is that you don't like the base classes. (Am I correct? Of course d20 Modern also uses a modified Massive Damage Threshhold and nonlethal damage system; however, those changes are somewhat cosmetic and easily removed or replaced.) If my guess is correct, might I suggest removing the base classes and running the advanced classes as core classes? Of course the class prerequisites would need to be yanked and the classes would only have 10 levels ...

Well, I read the d20M SRD and had the book for a while. Overall, I just didn't get it. I thought its precursor, Shadow Chasers, was a neat mini-game; but the idea of d20M lost me somehwere. So, I sold it as well as my copy of Sidewinder. It's better if they go to other gamers who may acutally use them. I just realized that I was not going to use either product, even though I enjoyed reading them both (especially Sidewinder). Part of this realization was that d20 D&D does what I need the game to do. If I want other genres, I want them "bolted-onto" the d20 D&D game. For me, the best of these alternate-genre d20 games are Omega World, Judge Dredd and Star Wars (really its own game, but I like it). I find that these games present just enough change to allow me to play games in non-sword-&-sorcery-fantasy genres without learning too many new rules. And the alternate rules that are there make sense for play in the different era. It's a subjective standard that I have difficulty quantifying, but there it is.

Another issue for me is that my players are intolerant of non-D&D games to varying degrees. A couple members of our group even quit because we weren't playing their brand of D&D exclusively. A few weeks of Spellslinger is probably the only western gaming I will be able to do with this group. I'd love to get them back to DragonStar for Raw Recruits, but I just don't think it's ever going to happen. The ones who are left love my Shackled City D&D game with mutants, jedi, judges & aasimar paladins added, though; and I could probably even entice the departed two back to the table with a standard D&D game. Sidewinder would be a hard sell even if I wanted to do all the conversion work.

If I could get another western game together, I would want pre-printed adventures. I know the original Sidewinder had a few adventures in the back of the book, but I would want a mini-campaign's worth: either one big module or a few smaller, connected adventures. I'll revisit the DHR web site to see if you have anything like this availabe or in the works.

To get this reply somewhat back on-topic, I would definitely use my Spellslinger technique of converting D&D adventures to run in my western D&D game. I used some short ones from Dungeon before. If I had it to do again, I would take any modules that had good western-sounding themes and cut out all the magic to make them suitable for a historical game with adventurers on the wild western frontier. Also, I would put emphasis on Craft (Sundry), Knowledge (The West) and Profession (Cowboy) to make non-combat skills attainable and useful. These skills are of my own devising just now, but I have used similar one-skill-fits-all options to good effect in other campaigns to encourage and reward players who took them.
 

Remove ads

Top