also, "lowerst".
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That's not what 2d10 means.
I don't mean to turn this thread into a "pile on Raven's writing/layout" but good Lord the 3rd edition is a mess. I will clutch my beloved first edition until the end of time!
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Yes, those excerpts look sad. The book you're holding in your hands is the third edition I've owned, though. That's the one from 1993.
The 1991 edition with the cheesecake Winged Warrior on the cover (art by comic artist Dameon Willich) was a bit simpler. For example, the other two character generation methods apart from the Classed Adventurers hadn't been introduced yet. It was also a big perfect-bound paperback, though. Similar format.
The first edition which I bought (probably in 1991, before the DW cover edition came out), which I haven't been able to confirm the publication date of yet, was in a big dark blue three ring binder, and all black & white.
I haven't been able to confirm any earlier editions, if any exist, but the new one which just came out and is officially labeled 3rd edition is actually the fourth I've seen and had a copy of. I just noticed that the Kickstarter page, under the Risks and Challenges section, says
"I have published this by myself, eight times from 1980; I will do it once more. This time I have a GREAT TEAM to assist me; we shall not fail."
Say what you will about synnibarr as an rpg, McCraken has managed to write and release three editions of the game.
Far West however...
At least four, and possibly as many as nine, per Raven's account! Though Wiki still only records the existence of the 1991 and 1993 editions, and a 2012 Kickstarter.
So highest advantage number goes last for movement and first for action.
Someone needs to just keep the amusingly bizarre fluff [the setting, characters, and monsters] and move the crunch [the rules] to a suitable system. FATE maybe? I doubt McCracken's ego would let him.
Yes, higher initiative getting the advantage of moving last and acting first has been a thing in a lot of games. The most prominent more recent example I remember seeing is in Star Wars: X-Wing, the miniatures dogfighting game, though I've definitely also seen it in other dogfighting games and in some older RPGs.
The idea is that movement is actually simultaneous (like it ostensibly is in D&D), so the winner of initiative actually moving their model or character second allows them to see and react to the enemy movements after they're committed to them- a huge advantage. Then you get to take/resolve your action/attack before the enemy as well.