So I'm considering running a wild west campaign, but I have no idea what system to use. Does anyone know what works for a good rootin' tootin' western game?
>>47715468
I'm partial to Deadlands myself. The fact the system uses dice, poker chips, and playing cards just adds to the flavor.
>>47715468pathfindernahdogs in the vineyard
>>47715468
Aces and Eights or that other non-deadlands one I can't remember.
>>47715468
All Flesh Must Be Eaten
I was duped.
GURPS
>>47715468
Either Aces & Eights (http://www.mediafire.com/download/5by390gva9csz9g/Aces+%26+Eights.pdf) if you want something simulationist, or the attached PDF if you want something simple, fast-rolling, and cinematic. Give me a minute, and I'll post the short quick-draw gunfight module I wrote up.
>>47716644
Here's the quick-draw gunfight module. Have fun, pardner.
>>47716224
>>47716644
>Create intensely realistic Western RPG
>Set it in an implausible alternate history that would by all logic completely alter the nature of the west in the latter half of the 19th century
Obviously you can just put it in a realistic setting, but what the fuck made them think that was a good idea?
>>47717738
Well you can't just use a realistic setting, that would be boring! Just look at that movie Hateful Eight. There's a boring film that would have been a lot livelier with some zombies and cyberninjas! Maybe a cameo by the Batman.
But seriously, have a thing.
Hero System. I ran a single session of a supernatural western game with incredible success, and they were all new to the system as well. I actually have the digital character creator you can buy off the hero games website, and I made a prefab for it that let my players make characters with only a little help. It set maximums on character stats, let them choose from a list of period firearms (the stats of which are all provided in the Equipment supplement), miscellaneous useful equipment, and a list of clothing articles so they could come up with an outfit easily.
Then I introduced gameplay mechanics one-by-one as we played. First the core roll mechanic (3d6), then skills, hit locations (which are awesome), then full-on combat (which is pretty deep if you want it to be). It was fun 'cause the players were all girls so I gave them two hunky brothers for companions and they all got really invested.
>>47716255
You were duped?