Wierd West d20?

warlord said:
So should I save myself money and just buy Forgotten Archtypes: the Gunslinger? I'm just trying to inject a western feel into a standard D&D campaign.

Get Horizon: Spellslinger by Fantasy Flight Games. Its what you need for D&D fantasy wild west action.

Nisarg
 

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Deadlands D20 is pretty poor.

If you are interested, check out the non-D20 game line. Its pretty good. Played that for a few years until the line ran dry.
 

In theory it is being "Reloaded" in the new Savage Worlds line. Once again playing cards, a random assortment of dice, and poker chips will become things to fear!

I loved the original game, and even had some fun with the D20 version (no, not all that good I'm afraid). I will likely pick up Reloaded when it comes out as well.

The Auld Grump, and the original added paperclips to the impedimentia... Lot's o' dice, and paper clips, playing cards, and poker chips!
 

Nisarg said:
Get Horizon: Spellslinger by Fantasy Flight Games. Its what you need for D&D fantasy wild west action.

Yeah, I had Deadlands d20, Sidewinder d20 (not Recoiled for d20 Modern), and Spellslinger d20. Out of the 3, I chose to run Spellslinger for Western D&D mini-campaing using some short advnetures from Dungeon. Deadlands is a good game, but the d20 conversion lost something in translation. Sidewinder is well-written, but it is more a historical game. I find the fantastic elements to be those that make an RPG worth playing. But, a little fantasy goes a long in the Wild West. The only thing you need to watch is that Spellslinger classes & equipment are more powerful than core D&D.

If you just want a little Western flavor in your D&D game, you could just use the rules for firearms & dynamite from the DMG. A lasso can use the same rules as a net. The Cracker Cowboys here in Florida used whips and dogs to drive cattle in the scrub brush, and rules for both already exist. Ride is already a skill. Maybe you just add craft (sundry), knowledge (The West) & profession (cowboy) skills to round out things. This is the approach I would take if I ever ran another Western game. The warrior & expert NPC classes would be ideal for d20 cowboys.
 

I'm voting for "None of the Above". I've read through "Deadlands" and own a copy of the "Sidewinder:Recoiled" rules, but neither of them do it for me. Instead I've been using a hybrid of D&D rules for most non-combat areas and the old 1979 "Boot Hill" rules for combat segments. Our campaign world includes D&D races, pantheons and spells. For the setting I am using the town from a slightly modified version of the old TSR Boot Hill module "BH3: Ballots and Bullets". It has worked very well.

You can read for yourself, as I am currently running two separate campaigns on this world:

The campaign using 3E rules is now on our second long module.

The Story Hour for our 1st module "Revenge, Renewal and the Promise of a New Year":
http://www.enworld.org/showthread.php?t=99053

The Story Hour for our 2nd module "Wizards, Whiskey and Wonderful Things":
http://www.enworld.org/showthread.php?t=115136


And my other gaming group, using 1E rules, have done seven short modules (including our version of "Gunfight at the O.K. Corral").

The Story Hour of the "Arcade's Gang" modules:
http://www.enworld.org/showthread.php?t=28906
 

Silver Moon said:
I'm voting for "None of the Above". I've read through "Deadlands" and own a copy of the "Sidewinder:Recoiled" rules, but neither of them do it for me.
What did you do? Combine Sidewinder: Recoiled with material from Urban Arcana?
 

Ranger REG said:
What did you do? Combine Sidewinder: Recoiled with material from Urban Arcana?

Nope, I started with the 1E campaign using the AD&D/Boot Hill conversion tables in the original DMG (and also included in the 1979 Boot Hill rules).

For the 3E campaign I just evolved what I had done in the 1E campaign to the new rules, but still use a simplified Boot Hill system for the combat.
 

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