MRQ Western

klingsor said:
I would not restrict the present or the future of the PCS but the past I would limit. Once the PCs start play then their destiny is what their players and their GM make it but their past must be realistic or we might as well have orcs and elves. It is easier to move from fantasy to reality by disregarding rules so put the limits in – and then say when to ignore them.

I'd agree. It is better for the rules to say "No Black Female Sherriffs" (to re-use the example) and for a GM to then allow someone to play one if (a) they come up with a good explanation and (b) the GM and player(s) are happy with the complications this might cause.

Doing it this way means the rules help to reinforce the setting, even for those players who may lack a (detailed) knowledge of the place/period in question.

I guess the tricky thing is to decide where to draw the line - are the "exceptional characters" - the Annie Oakleys, the John Dunbar/Dances with Wolves* and the like characters you should allow by default (because they are historical characters, or genre archtypes) or should they be forbidden by default because they are unusual/exceptional characters , and having a "party" of six such characters together is going to far.

*I know there were historical white Americans who joined, and achieved positions of prominence in Indian tribes, but I can't recall any of the names or details of the top of my head
 
Does anyone have any ideas on Legendary Abilities? Shootists seem the obvious recipients and these might be the best way to model the abilities of the most extraordinary shootists from reality.

I balk at the one from the Stephen King Dark Tower book though. Relaoading two gate loading revolvers at the same time, one in each hand? No, I cannot see how it is physically possible at all, least of all with a big brute of a thing like a Colt SAA. Putting the cartridges in the empty chambers might be possible but not working the ejection rod to eject the empties, not without a lot of flicking the gun around which just strains credulity beyond breaking point.. Of course it is a good while since I read the book, an experience I have no intention of repeating, so I might be doing him a disservice.
 
An off the cuff idea here for the list, I have no idea if it is any use or not.

Indian magic is worth a thought even in a realistic campaign. The magic may not work but the belief in it certainly has at the very least a psychological effect. Sacrificing POW might not mean anything without magic but sacrificing hit points would and from what little I know of their rituals some would certainly allow that. The benefits though, how do you quantify them?
 
I thought this would be fairly simple thing: list of guns, steal a list of gear, a few cultures and careers and away you go. Nope, the more you look the bigger it gets.
 
klingsor said:
I thought this would be fairly simple thing: list of guns, steal a list of gear, a few cultures and careers and away you go. Nope, the more you look the bigger it gets.

Always is.
 
duncan_disorderly said:
klingsor said:
I would not restrict the present or the future of the PCS but the past I would limit. Once the PCs start play then their destiny is what their players and their GM make it but their past must be realistic or we might as well have orcs and elves. It is easier to move from fantasy to reality by disregarding rules so put the limits in – and then say when to ignore them.

I'd agree. It is better for the rules to say "No Black Female Sherriffs" (to re-use the example) and for a GM to then allow someone to play one if (a) they come up with a good explanation and (b) the GM and player(s) are happy with the complications this might cause.

Doing it this way means the rules help to reinforce the setting, even for those players who may lack a (detailed) knowledge of the place/period in question.

I guess the tricky thing is to decide where to draw the line - are the "exceptional characters" - the Annie Oakleys, the John Dunbar/Dances with Wolves* and the like characters you should allow by default (because they are historical characters, or genre archtypes) or should they be forbidden by default because they are unusual/exceptional characters , and having a "party" of six such characters together is going to far.

*I know there were historical white Americans who joined, and achieved positions of prominence in Indian tribes, but I can't recall any of the names or details of the top of my head

My point of view is that there are so many possibilities, and so many exceptions, and so many exceptions to the exceptions... I don't think that it would be worth my while as GM to make up a list of rules other than "Keep it reasonable, please." In fact, my impression of the "wild west" was that it was a veritable mixing pot of ethnic groups, where Rule #1 was that rules were made to be broken.

The GM should also try to be clear whether he is going for grim and gritty historic realism, wild and freaky "Cthulhu meets the Wild Wild West", or somewhere in between.

I would advise GMs to communicate with their players the type of campaign he wants, and listen if one has a good story for an unusual character. Remember, the PCs are usually the exceptions.
 
klingsor said:
Does anyone have any ideas on Legendary Abilities?
I think of shooting and reloading a Winchester on horse's back while galloping (Apache attack).
Something with card playing/gmabling/cheating.
Fighting a dual with the sun behind your opponent
 
klingsor said:
An off the cuff idea here for the list, I have no idea if it is any use or not.

Indian magic is worth a thought even in a realistic campaign. The magic may not work but the belief in it certainly has at the very least a psychological effect. Sacrificing POW might not mean anything without magic but sacrificing hit points would and from what little I know of their rituals some would certainly allow that. The benefits though, how do you quantify them?
The Missing (http://www.imdb.com/title/tt0338188/) is a great Western movie with some Indian magic.
 
I think a good book on this period should be divided in several historical parts:
- the settling in the East
- the pionneers (wilderness)
- the Mexican and the American Civil War (1840-1865)
- possibly the Indian Wars
- Western (implementation of the US law everywhere)
 
Just saw this on Amazon.com

http://www.amazon.com/Wild-West-Triple-Feature-Wyatt/dp/1933076410/ref=sr_1_3?ie=UTF8&s=books&qid=1202219860&sr=1-3

I don't know which system it will use though.
 
The King said:
klingsor said:
Does anyone have any ideas on Legendary Abilities?
I think of shooting and reloading a Winchester on horse's back while galloping (Apache attack).
Something with card playing/gmabling/cheating.
Fighting a dual with the sun behind your opponent
How about anything that Clint Eastwood does in the Outlaw Josey Wales or his spaghetti westerns. His ability to know which of the 3 soldier to shoot first might be a legendary ability.
 
Brilliant. I watched it last Thursday with my brother, once you point it out about an edge it seems so obvious. If the PC can give you a half reasonable argument ("I stand with my back to the sun") he gets a bonus.
 
Found this today, the making a living section has a good list of what could be made into professions. And the time line is good info.

http://www.cattlepunk.com/
 
Well, if you read Italian, you may want to try and buy the following:
http://www.angiolino.info/default.asp?pagina=lista&funzione=scheda&id=60&lingua=ing

It was a great Italian supplement for the Basic Role Playing System.
 
As I have mentioned we are playing CoC Old West at the moment and Credit Rating is a poor substitute for something more specialised. However it is handy for other things – almost acting like a Wealth stat which avoids the usual need to keep a close track of money – and while an equipment list is always fun we are not playing an accounting game.

Fame tracks good deeds and Infamy bad ones (obviously enough). People can be equally capable of both so one stat does not seem enough to track it

What about a characters chance of being recognised being equal to the sun of their Fame and Infamy. Though I think this is too simplistic and too quickly produces a high number. It might be better to roll against both Fame and Infamy separately so you might be recognised as the Butcher of Haven but not as the Saviour of Galveston. You could even add in modifiers for groups, if you are a notorious Klansman than a negro is going to get a hefty modifier to your Infamy roll.

Infamy might sometimes be a good thing, if you are that notorious Klansman and you are trying to impress some dyed in the wool confederate holdouts then it is a jolly good thing.

Oh dear, I would normally advocate minimising modifier and I seem to be suggesting shovelling them on.

Michael
 
Honestly I don't see why there needs to be rules for this, I am sure a good GM could determine the players infamy, by there deeds without rules
 
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