Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Sidewinder: Recoiled
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Teflon Billy" data-source="post: 2011284" data-attributes="member: 264"><p><strong>Sidewinder: Recoiled</strong> is an reinvention of the original <strong>Sidewinder: Wild West Adventures</strong> ruleset for use with D20 Modern, replacing the original’s dependence on the D&D 3E Player’s Handbook.</p><p></p><p>I should say right off that I am a big fan of the genre, <em>and</em> a big fan of the original product, so I knew going in that I might not be the most harsh critic of this product.</p><p></p><p>The first things that I looked for while reading were facets that had been improved since <strong>Sidewinder: Wild West Adventures</strong>. The first improvement was as obvious as the pages before me: The layout. In the previous edition, the layout could be confusing at times, but here there is a nice “western” feeling (for want of a better word) to the whole thing and it is very readable.</p><p></p><p>A big improvement from the previous edition was the placement of the writings of Bat Masterson in shaded text. Previously, I had found it difficult to discern which of the writings attributed to the legendary gunfighter were excerpts from his book <em> Famous Gunfighters of the Western Frontier</em>, and which were the fictive contributions of the game’s author.</p><p></p><p>The First Chapter (Called fittingly <em>Introduction</em>) draws heavily from material already printed in the previous edition. It’s been nicely tidied up and is more readable than before. The content itself is grand, using the works of Bat Masterson to detail such concepts as “The Code of the West” and clarify the varieties of denizen one can expect to find in the setting. It’s a good read, and I would likely read it irrespective of it’s inclusion in the gaming supplement.</p><p></p><p>Chapter two, <em>Characters</em>, outlines the basic D20 Modern character classes (“Strong Hero”, “Fast Hero” etc.) but tunes them up for use in an Old West setting (replacing references to computer use and suchlike) and gives examples of such characters from history (again, through the auspices of Mr. Masterson). Also worth mentioning is the alternate “Cold Hard Cash” system offered in this chapter as an alternative to the D20 Modern wealth system. It is what we chose to use in our playtest game, and it worked well (but to be honest, we were never great fans of the wealth system, so we were not hard sells for another option).</p><p></p><p>Chapters Three and Four deal with Skills and Feats respectively, and they are mostly just modifications of existing SRD material to match the Wild West genre. The product includes a boatload of new feats specific to the genre, however, and they are (at least at first glance) well-balanced and interesting.</p><p></p><p>Chapter Five, <em>Equipment</em> contains the changes to the original game that I consider to be a quantum leap forward. The authors have detailed and modelled myriad specific weapons from the period; so no longer must PC’s make do with a generic “Rifle” or “Single Action Revolver”, but can equip their <em>nearsighted, lying, hotshot kids</em> with a “Schofield Revolver”, or their reluctant <em>former-bad-man-turned-farmer</em> with a “Sharps Rifle” (<strong>Unforgiven</strong> references are flying fast and furious here folks). This kind of equipment minutiae is not to everyone’s taste, but this is my review and for what it’s worth I generally like this kind of thing a <em>lot</em>, and specifically for this genre, I like it a <em>whole lot</em>.</p><p></p><p>Chapter 6 contains the Advanced Classes. 19 of them. This is quite an improvement over the five prestige classes provided in Wild West Adventures. Bounty Hunters, Desperados, Gunslingers, Mountain Men, Riflemen, Scouts, Tin Stars (Lawmen), and Wranglers are the ones that drew my players attention, but if you can’t find <em>something</em> here that meets your needs then you are a much, <em>much</em> pickier player than I would ever hope to cross paths with.</p><p></p><p>Chapter 7 details the specifics of combat, and they are as deadly as ever (automatic critical threats when flatfooted are <em>brutal</em>, but the “Code of the West” as outlined in Chapter 1 hopefully puts enough non-mechanical penalties in place to offset the mechanical benefits bushwhacker PC’s would enjoy. The Fast Draw skill from <strong>Wild West Adventures</strong> has been done away with, and I think this is probably for the best (we always wondered why Fast Draw was not just normal Initiative…it seemed like an extra step).</p><p></p><p>Chapter 8, <strong>The Trail</strong> is a decent breakdown of general mechanics for the genre. It includes the effects of Hanging (both broken neck <em>and/or</em> strangulation), Alcohol (including hangovers), travel times (by foot, horse, stage, rail and water) and of environmental hazards the PC’s might encounter (Fire, Acid, Electricity (?)) and the ever-popular <em>poisons and diseases</em>. There is even a nice writeup concerning the concealment effects provided by Black Powder, which we haven’t tried out, but which look very easy to implement. </p><p></p><p>I might actually try and come up with rules for suffocation to add to the concealment bonuses for these clouds of smoke as I’ve breathed in black powder smoke before and it is damnably unpleasant (as you could probably guess).</p><p></p><p>Chapter 9 (The Corral) outlines the stats for 50 animals commonly encountered in the genre. I didn’t use any of them in the playtest so I will reserve comment (I don’t use many monsters in my D&D games either come to think of it)</p><p></p><p>Chapter 10, The Bunkhouse, includes a pile of pre-made NPC’s for GM use as well as a huge selection of inspirational material (movies, books websites)</p><p></p><p>So in the final analysis, this is one <em>hell</em> of a good update on what I already considered one hell of a good product. Everything that I liked about <strong>Sidewinder: Wild West Adventures</strong> is still here, and what’s been expanded (particularly Advanced Classes and equipment) were expanded for all the right reasons.</p><p></p><p>I was sent a .PDF of this product for review, but at the time of this writing it has been announced that <strong>Green Ronin Publishing</strong> (a perennial favorite) shares my enthusiasm for his product and is doing a print run. </p><p></p><p>I can guarantee they will get at least one sale.</p></blockquote><p></p>
[QUOTE="Teflon Billy, post: 2011284, member: 264"] [b]Sidewinder: Recoiled[/b] is an reinvention of the original [b]Sidewinder: Wild West Adventures[/b] ruleset for use with D20 Modern, replacing the original’s dependence on the D&D 3E Player’s Handbook. I should say right off that I am a big fan of the genre, [i]and[/i] a big fan of the original product, so I knew going in that I might not be the most harsh critic of this product. The first things that I looked for while reading were facets that had been improved since [b]Sidewinder: Wild West Adventures[/b]. The first improvement was as obvious as the pages before me: The layout. In the previous edition, the layout could be confusing at times, but here there is a nice “western” feeling (for want of a better word) to the whole thing and it is very readable. A big improvement from the previous edition was the placement of the writings of Bat Masterson in shaded text. Previously, I had found it difficult to discern which of the writings attributed to the legendary gunfighter were excerpts from his book [i] Famous Gunfighters of the Western Frontier[/i], and which were the fictive contributions of the game’s author. The First Chapter (Called fittingly [i]Introduction[/i]) draws heavily from material already printed in the previous edition. It’s been nicely tidied up and is more readable than before. The content itself is grand, using the works of Bat Masterson to detail such concepts as “The Code of the West” and clarify the varieties of denizen one can expect to find in the setting. It’s a good read, and I would likely read it irrespective of it’s inclusion in the gaming supplement. Chapter two, [i]Characters[/i], outlines the basic D20 Modern character classes (“Strong Hero”, “Fast Hero” etc.) but tunes them up for use in an Old West setting (replacing references to computer use and suchlike) and gives examples of such characters from history (again, through the auspices of Mr. Masterson). Also worth mentioning is the alternate “Cold Hard Cash” system offered in this chapter as an alternative to the D20 Modern wealth system. It is what we chose to use in our playtest game, and it worked well (but to be honest, we were never great fans of the wealth system, so we were not hard sells for another option). Chapters Three and Four deal with Skills and Feats respectively, and they are mostly just modifications of existing SRD material to match the Wild West genre. The product includes a boatload of new feats specific to the genre, however, and they are (at least at first glance) well-balanced and interesting. Chapter Five, [i]Equipment[/i] contains the changes to the original game that I consider to be a quantum leap forward. The authors have detailed and modelled myriad specific weapons from the period; so no longer must PC’s make do with a generic “Rifle” or “Single Action Revolver”, but can equip their [i]nearsighted, lying, hotshot kids[/i] with a “Schofield Revolver”, or their reluctant [i]former-bad-man-turned-farmer[/i] with a “Sharps Rifle” ([b]Unforgiven[/b] references are flying fast and furious here folks). This kind of equipment minutiae is not to everyone’s taste, but this is my review and for what it’s worth I generally like this kind of thing a [i]lot[/i], and specifically for this genre, I like it a [i]whole lot[/i]. Chapter 6 contains the Advanced Classes. 19 of them. This is quite an improvement over the five prestige classes provided in Wild West Adventures. Bounty Hunters, Desperados, Gunslingers, Mountain Men, Riflemen, Scouts, Tin Stars (Lawmen), and Wranglers are the ones that drew my players attention, but if you can’t find [i]something[/i] here that meets your needs then you are a much, [i]much[/i] pickier player than I would ever hope to cross paths with. Chapter 7 details the specifics of combat, and they are as deadly as ever (automatic critical threats when flatfooted are [i]brutal[/i], but the “Code of the West” as outlined in Chapter 1 hopefully puts enough non-mechanical penalties in place to offset the mechanical benefits bushwhacker PC’s would enjoy. The Fast Draw skill from [b]Wild West Adventures[/b] has been done away with, and I think this is probably for the best (we always wondered why Fast Draw was not just normal Initiative…it seemed like an extra step). Chapter 8, [b]The Trail[/b] is a decent breakdown of general mechanics for the genre. It includes the effects of Hanging (both broken neck [i]and/or[/i] strangulation), Alcohol (including hangovers), travel times (by foot, horse, stage, rail and water) and of environmental hazards the PC’s might encounter (Fire, Acid, Electricity (?)) and the ever-popular [i]poisons and diseases[/i]. There is even a nice writeup concerning the concealment effects provided by Black Powder, which we haven’t tried out, but which look very easy to implement. I might actually try and come up with rules for suffocation to add to the concealment bonuses for these clouds of smoke as I’ve breathed in black powder smoke before and it is damnably unpleasant (as you could probably guess). Chapter 9 (The Corral) outlines the stats for 50 animals commonly encountered in the genre. I didn’t use any of them in the playtest so I will reserve comment (I don’t use many monsters in my D&D games either come to think of it) Chapter 10, The Bunkhouse, includes a pile of pre-made NPC’s for GM use as well as a huge selection of inspirational material (movies, books websites) So in the final analysis, this is one [i]hell[/i] of a good update on what I already considered one hell of a good product. Everything that I liked about [b]Sidewinder: Wild West Adventures[/b] is still here, and what’s been expanded (particularly Advanced Classes and equipment) were expanded for all the right reasons. I was sent a .PDF of this product for review, but at the time of this writing it has been announced that [b]Green Ronin Publishing[/b] (a perennial favorite) shares my enthusiasm for his product and is doing a print run. I can guarantee they will get at least one sale. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Sidewinder: Recoiled
Top