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Interest in western fantsy genre?

Slider Wade

Villager
Think wild west, then throw in the fantasy element. Races, monsters & magic. I've had an idea for a long tiome for such a setting but am not sure how well it would be received.

I'm asking here if there is interest for it, baecause if there is I'll start the the writeup of my western-fantasy d20 kitbash. I'd most likely start with the background fluff and work out the mechanics as I feel inspired to do so. With enough luck I could be ready by the start of the new year to do a play by post playtest.

If you'd be interested in seeing the setting or giving it a whirl when its ready please be sure to sound off.
 

Insight

Villager
How much western and how much fantasy? Considering the balance between the two, you could either have a western with maybe some magic and a few creatures, or a D&D game with sixguns, or maybe something in-between.
 

baradtgnome

Villager
If you want to harvest some ideas, check out SilverMoons PBP story hours. It starts with:
http://www.enworld.org/forum/story-hour/99053-revenge-renewal-promise-new-year-boot-hill-d-d.html

It is something like what you described, though I think there are plenty of opportunities to be very original with something different. I am a recovered PBP-aholic. We posted incredible numbers during this game. I would definitely say it is a workable and enjoyable kind of game to play/run. Check it out. I was the gambler. :)
 

Jack7

Villager
This is just a set of ideas for ya, (don't know if they've been done before as I've never played mixing fantasy with the West) but considering guns. Guns might fire something other than lead ammunition or shot. They might fire magic missiles, fireballs, or other types of exotic ammunition. You could have guns and other tools than are similar to magic items in D&D. By that I mean maybe even intelligent and experimental weaponry

Indians might play the part of Elves, being excellent survivalists and trackers, and many would probably make superb modified Ranger types.

You might even have a squad of Texas Indian Rangers.

You might have Bear and Wolverine warriors who were Western equivalents of "berserkers, " or Bear-shirts.

Clerics and Paladins could be circuit riding Preachers or even French-Canadian Priests who have moved south and into the Plains. Paladins might also be Vigilante types trying to assure Frontier's Law and Justice in places without a real law enforcement presence. Pinkerton agents might also serve as Paladin equivalents.

Thieves would run in packs and gangs as outlaws. Rangers could also be anything from Army Scouts to actual military raiders or reconnaissance agents or spies.

Bards could be Jack of All Trade types or could even be newspaper reporters operating undercover. Or they could be traveling Mountain Men storytellers or even Indian shamans. Shamans and medicine men could be clerics as well.

Magic users could be technological experts, and/or sorcerer types

You'd have a lot of room to create original, one of a kind, dangerous monsters, even supernatural ones, like a Vengeful Ghost who is seeking the man who murdered him for jumping his claim to a mine. There could be Western Vampires, and so forth. (I actually saw an old movie about that one time, about a Preacher in Black who shot to death a vampire out West by attaching a cross shape to the end of the silver bullet he fired. An Ogre in a cave near the desert that everybody thinks is a wild and vicious bear. A werewolf in the badlands. Swamp Creatures. Things that could change shape to appear human hunting prostitutes and Johns out of saloons and whorehouses.

You'd have a very interesting mix of people types, Indians (both hostile and allied), Settlers, Mexicans (both hostile and allied), European immigrants, Chinese from California, cattlemen, farmers, cowboys, mountain men, ex-Military, Express Riders, and so forth and so on. And you'd have various business and corporate concerns, the railroads, ranchers, farmers, bankers, businessmen, the military, smugglers, organized outlaws,

And of course you'd have a huge, built-in base of interesting historical characters and NPCs to fill out the background.

Depending on how it is done it could be extremely interesting.

Good luck.
 

Stormborn

Villager
[ame="http://www.amazon.com/Horizon-Spellslinger-Fantasy-Flight-Games/dp/158994111X"]Fantasy Flight Games' Spellslinger[/ame] does this. 3 new, and admitedly overpowered, base classes and various "brands" to fill out the various spellcasting and special roles. Come to think of it, Brands are a bit like 4e Multiclassing.

I thought about running a fantasy Wild West campaign myself at one point, after reading [ame="http://www.amazon.com/Territory-Emma-Bull/dp/0812548361/ref=sr_1_2?ie=UTF8&s=books&qid=1228513908&sr=1-2"]Emma Bull's Territory.[/ame] What I had in mind was a town on the edge of the great plains, Terminus the last stop of the Great Rail. The town would be a mixture of Chinese style Elves, who had a great Empire on the west coast, and the basically American Frontier culture of Humans and Halflings. Gnomes would be the Robber Barons of the day, who were few in number but controlled the technology and the money. I was toying with Dwarves as one substitute native culture, cliff dwelers from a nearby mountain range, and possibly shifters (from Eberron) as the nomadic hunters roaming the plain.

I wanted to limit the setting magic and emphasize the technology. I was going to turn Warlocks in to Gun Mages (never liked the IK version), and keep Artificers and Sorcerers as the main magic users among human, halfling, and gnome culture and use the oriental classes for the elves and half-elves. Nature magic would be the domain of the Shifters and Divine for the Dwarves. I also planned an Aztec inspired City of the Dead in the south.

More recently I have considered using Sidewinder: Recoiled and CoC d20 for a more Western Horror themed game.

None of which will ever likely be played.
 

Slider Wade

Villager
Fantasy Flight Games' Spellslinger does this. 3 new, and admitedly overpowered, base classes and various "brands" to fill out the various spellcasting and special roles. Come to think of it, Brands are a bit like 4e Multiclassing.
I have it and find it interesting, but flawed in some ways.

I'm thinking about cultures, and you pretty much summarized my feelings about it. Though, it might change.

I have Sidewinder: Recoiled, Grim Tales, Masque of the Red Death and Northern Crown. I'm considering buying the original Sidewinder to see what I can glean from it. From these 5 resources, plus the aforementioned Spellslinger will come about my kitbash. Looking forward to getting some work done on it.

Oh and possibly some stuff from D20 Past too. ;)
 

Debby

Villager
If you are looking for more Western feel you might want to look at Sidewinder:Recoiled by Dog House Rules.

Debby
 

pathfinderq1

Villager
I don't know how the d20 version is different, but the regular Deadlands setting is straight western/horror- while the mechanics might not be useful, you ought to be able to get ideas and flavor, and much of the materials is probably available for cheap. Having been in a few Deadlands PbP games back in the day, I know that both halves of the combination can provide excellent gameplay and storytelling. In another vein, the story game Dogs in the Vineyard uses a reimagined western setting (albeit very heavily focused on religion and faith) and might also have something to offer. Sidewinder: recoiled and Aces and Eights are some other things that seem well-regarded, but I haven't checked them out in person.
 

Dannyalcatraz

Moderator
Staff member
Deadlands to me seemed pretty much non-apocalyptic until the later releases.

However, to be of more assistance:

1) Check out the fiction of Kurt Giambastiani- he has an excellent series of novels in which the Native Americans weren't just steamrollered by the gunpowder using, horse riding Europeans because they had semi-domesticated dinosaurs.

Riding their smallish raptors, their mounted archery tactics made them enough of a problem to expansion-minded European settlers that the Westward Expansion/Manifest Destiny just kind of fizzled.

2) If you have Northern Crown, you really should pick up Nyambe. It expands the African-themed magic and mysticism only hinted at in NC.

3) I know its old, but the original run of Marvel Comics' Alpha Flight included a number of mystical characters designed around New World mythology, including Snow Bird, Shaman and Sasquatch.

4) Check out some of the earlier editions of D&D. At least one of the original game's designers was a western themed mage (I forget which one, and I just finished packing up all of my early gaming material because I'm doing a renovation). His schtick- he was a gunslinger who kept firing magic missiles from his six-shooters.
 

Slider Wade

Villager
2) If you have Northern Crown, you really should pick up Nyambe. It expands the African-themed magic and mysticism only hinted at in NC.
I do have Northern Crown, but not Nyambe. I'm pretty sure my GM has it, so I'll ask to borrow it. Thanks for the tip.

4) Check out some of the earlier editions of D&D. At least one of the original game's designers was a western themed mage (I forget which one, and I just finished packing up all of my early gaming material because I'm doing a renovation). His schtick- he was a gunslinger who kept firing magic missiles from his six-shooters.
I've got the Dragon Magazine Archive, so I'll look though it. I know I saw the Sixguns & Sesheyyans article in one of the PDFs.
 

Dannyalcatraz

Moderator
Staff member
I found him!

Murlynd

Murlynd - Wikipedia, the free encyclopedia

Murlynd's symbol is a solid, six-pointed star with rounded points.

Murlynd takes the form of a handsome Oeridian male with weathered features. He is clothed in worn leather, and wears a light-colored hat of a type unfamiliar to the Flanaess. He appears aloof and taciturn, though he is quite personable among his allies. Murlynd is dangerous only when provoked by evil beings. He is known to wield the longsword, battle axe, and crossbow, as well as weapons of more unusual make. Murlynd is especially fond of a pair of strange, hand-held weapons that emit powerful projectiles. Murlynd has referred to these weapons variously as "45's," "six shooters," and "hog legs".

Note: An illustration in Dragon #71 showed Murlynd dressed in "Old West" garb, wearing a cowboy hat. In fact, the illustration bore a strong resemblance to John Wayne.
So Dragon #71 is where you want to look.
 

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