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- ---
- Title: Shootouts & Showdowns
- Description: >-
- A retro-clone of the 1975 Wild West RPG by Brian Blume and
- Gary Gygax.
- Author: krusader74
- Date: 2016-10-16
- Version: 0.1
- License: Public Domain
- Markdown: http://pastebin.com/vXw3irM3
- PDF: https://www.dropbox.com/s/nqp7aofurdl80xd/Shootouts%20%26%20Showdowns.pdf?dl=0
- ZIP: https://www.dropbox.com/s/jxpblxsaa1vkcmn/Shootouts%20%26%20Showdowns%20RPG.zip?dl=0
- Discussion: http://odd74.proboards.com/thread/4147/more-thoughts-on-bh-clone
- Note: >-
- This is a draft. It still requires rewording, re-organizing,
- and proofreading. See the TODO section.
- Build: >-
- To build the PDF, you need Pandoc and the ZIP archive at the link
- provided above.
- The ZIP contains all the original Markdown files, images, and
- scripts used to make the PDF.
- Unzip the ZIP, cd to that directory, make whatever changes you
- want and then run build.sh to create a custom PDF.
- ...
- \pagebreak
- # Shootouts & Showdowns
- *A retro-clone of the 1975 Wild West RPG by Brian Blume & Gary Gygax.*
- by krusader74
- \pagebreak
- ## Colophon
- This is *Shootouts & Showdowns* version 0.1, released 2016-10-16. See the CHANGES section for a detailed version history. *Shootouts & Showdowns* is still a work in progress. See the TODO list for outstanding work left to be done.
- *Title font*: [Colt Font](http://fontmeme.com/freefonts/194637/colt_font.font)
- *Cover* image: ["Them Three Mexicans Is Eliminated" (1897) by Frederic Remington](https://en.wikipedia.org/wiki/File:%22Them_Three_Mexicans_Is_Eliminated%22_by_Frederic_Remington_1897.jpg).
- All other illustrations from the public domain sources: TODO.
- ![No rights reserved](Images/No rights reserved.png) *Shootouts & Showdowns* Markdown plain text 2016 by [krusader74](http://odd74.proboards.com/user/2141). This work has been released into the public domain by the copyright holder. This applies worldwide. There is no point trying to copyright a game, because according to the US Copyright Office in their publication on [Games, fl-108](http://www.copyright.gov/fls/fl108.pdf), "Copyright does not protect the idea for a game" ... "Once a game has been made public, nothing in the copyright law prevents others from developing another game based on similar principles."
- PDF version of this document typeset using [Pandoc](http://pandoc.org/). All Markdown plaintext files, images and scripts used to build this document can be found in the ZIP archive (TODO). There is a spot to discuss this material on the [Original D&D Discussion](http://odd74.proboards.com/thread/4147/more-thoughts-on-bh-clone).
- Any trademarks used or cited are the property of their respective owners. US law protects the right of non-owners to use trademarks for purposes of criticism and commentary.
- ![OSR Logo](Images/OSR Logo.png)\ This product is compatible with the original white box (or wood-grain box) edition of the world's first and most famous fantasy RPG. See the [OSR Manifesto](http://originaleditionfantasy.blogspot.com/2011/03/osr-manifesto.html) for details. See the Conversion section below to convert *Shootouts & Showdowns* (S&S) characters to *Delving Deeper* (DD) characters.
- \pagebreak
- ## Howdy Pardner
- A **retro-clone** is a set of fan-made rules which closely emulates an older game that is no longer supported, and released under a permissive license.
- *Shootouts & Showdowns* is a retro-clone of the [1975 Wild West role-playing game](https://en.wikipedia.org/wiki/Boot_Hill_(role-playing_game)) by Brian Blume & Gary Gygax.
- A **role-playing game** (RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making or character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines.
- More-specifically, *Shootouts & Showdowns* is a western-themed tabletop RPG.
- A **tabletop RPG** is conducted through discussion in a small social gathering. The gamemaster (GM) describes the game world and its inhabitants. The other players describe the intended actions of their characters, and the GM describes the outcomes. Some outcomes are determined by the game system, and some are chosen by the GM.
- Tabletop RPGs are sometimes called pen-and-paper (PnP) RPGs. Tabletop RPGs are distinct from live action role-playing games (LARPs), in which players dress up as their chracatters and physically perform their characters actions with props. Tabletop RPGs may be played face to face (F2F) or online. The [Original D&D Discussion](http://odd74.proboards.com/) is an online message-board that also hosts play-by-post (PbP) RPGs.
- By western-themed, we mean that this RPG is set in the [Wild West](https://en.wikipedia.org/wiki/American_frontier), i.e., the American Southwest in the postbellum period, 1865--1924. The start date 1865 coincides with the end of the US Civil War. The end date 1924 coincides with the end of the [Indian Wars](https://en.wikipedia.org/wiki/American_Indian_Wars) and the capture of the last of the Apache renegades.
- *Shootouts & Showdowns* is still a work in progress. You can help improve this game in several ways
- 1. Submitting corrections or suggestions for improvement
- 2. Finding suitable public domain artwork
- 3. Writing a foreword
- 4. Helping to write some of the other TODOs listed at the end
- If you would like to help, join the [Original D&D Discussion](http://odd74.proboards.com/) and post in the topic [More thoughts on a BH "clone"...](http://odd74.proboards.com/thread/4147/more-thoughts-on-bh-clone) or pm the author, [krusader74](http://odd74.proboards.com/user/2141). If you help, your name/handle will be added to the Acknowledgements section.
- \pagebreak
- ## Equipment
- ### Required equipment
- * These rules!
- * Paper gunfighter counters
- * Map of a Wild West town, drawn to scale, suitable for tabletop play
- * A pair of percentile dice (denoted d%). Read one die (usually labeled 00, 10, ..., 90) as the 10s place and the other die (labeled 0--9) as the 1s place. The result (00,0) means 100 instead of 0. If you have two dice numbered 0--9 and they're different colors, designate one color as 10s and the other as 1s.
- * A pair of six-sided dice (denoted 2d6). Roll these together and sum the results.
- * Paper and pencils
- * Ruler
- ### Optional equipment
- * Miniatures: either
- * 1:76 scale model buildings and 25mm figures (plastic, metal, wood or paper) or
- * 1:87 (HO scale) model buildings and 20 mm figures
- * Terrain
- * Graph paper or hex paper
- ## Scale
- *Figures*: 1 figure represents 1 person
- *Time*: 1 turn is about 10 seconds
- *Distance:*
- * 25 mm scale is 1:76, so 1 inch is about 6 feet (rounding down).
- * HO scale is 1:87, so 1 inch is about 7 feet (rounding down).
- ## Abilities
- Each player controls at least one character. Each character has six abilities:
- 1. **Shooting**: Accuracy with guns.
- 3. **Heroism**: Measure of bravery, courage, fearlessness.
- 4. **Indomitability**: Strength, hardiness, stamina. Ability to take a punch, a knife in the back or a gunshot. When your Indomitability score falls to 0 or below, you fall unconscious.
- 2. **Throwing**: Ability with thrown weapons like knives and axes. Also, bows and arrows.
- 5. **Swiftness**: Speed. Quick draw ability.
- 6. **Survival**: A record of the number of gunfights you've won and lost.
- You determine each of the first five abilities by rolling percentile dice (d%). Then adjust this raw roll by adding the following bonus:
- Raw roll Bonus
- --------- ------
- 01--50 +10
- 51--70 +5
- 71--00 +0
- Next, lookup your adjusted ability roll (= raw roll + bonus) on the following tables to find the modifier (or score). Record your adjusted ability roll and modifier (or score) on your character record sheet.
- Table: Shooting
- Roll Modifier
- -------- ---------
- 01--05 -9
- 06--15 -6
- 16--25 -3
- 26--35 0
- 36--50 +2
- 51--65 +5
- 66--75 +7
- 76--85 +10
- 86--95 +15
- 96--98 +18
- 99--00 +20
- Table: Heroism
- Roll Modifier
- -------- ---------
- 01--10 -6
- 11--20 -3
- 21--35 0
- 36--65 +3
- 66--80 +6
- 81--90 +10
- 91--98 +15
- 99--00 +15
- Table: Indomitability
- Roll Score
- -------- ---------
- 01--02 8
- 03--05 9
- 06--10 10
- 11--17 11
- 18--25 12
- 26--40 13
- 41--60 14
- 61--75 15
- 76--83 16
- 84--90 17
- 91--95 18
- 96--98 19
- 99--00 20
- Table: Throwing
- Roll Modifier
- -------- ---------
- 01--05 -9
- 06--15 -6
- 16--25 -3
- 26--35 0
- 36--50 +2
- 51--65 +5
- 66--75 +7
- 76--85 +10
- 86--95 +15
- 96--98 +18
- 99--00 +20
- Table: Swiftness
- Roll Modifier
- -------- ---------
- 01--05 -5
- 06--10 -2
- 11--20 0
- 21--35 2
- 36--50 4
- 51--65 6
- 66--80 9
- 81--90 12
- 91--95 15
- 96 18
- 97 19
- 98 20
- 99 21
- 00 22
- A new character starts off not having won or lost any gunfights. Each time you participate in a gunfight, record whether you win or lose in the survival ability. The total number of gunfights you've survived grants you a modifier to your chance to hit in a shootout:
- Table: Survival modifier
- Total gunfights Modifier
- ---------------- ---------
- 0 -10
- 1--2 -5
- 3--4 0
- 5--6 2
- 7--8 6
- 9--10 8
- 11+ 20
- If you win fair-and-square in a face-to-face gunfight (no back shooting), then it improves your Shooting, Heroism and Swiftness rolls according to the following tables.
- **Note** that if you won a fight in which your side outnumbered your opponents 2-to-1, then *halve* the bonuses. And if you won a fight in which your side was outnumbered by your opponents 2-to-1, then *double* the bonuses.
- Table: Survival bonus to Shooting ability roll
- Roll Bonus
- ------- ------
- 01--25 +3
- 26--50 +2
- 51--85 +1
- 86--00 0
- Table: Survival bonus for Heroism
- Roll Bonus
- ------- ------
- 01--65 +2
- 66--90 +1
- 91--00 0
- Table: Survival bonus for Swiftness
- Roll Bonus
- ------- ------
- 01--50 +2
- 51--80 +1
- 81--00 0
- ## Movement
- Standard movement rates per turn are listed in the tables below:
- Table: Movement rates (inches per turn) on foot
- ---------------- ------
- Crawl 2\"
- Walk 6\"
- Run & Dodge 12\"
- Run 24\"
- ---------------- ------
- Table: Movement rates (inches per turn) on horseback
- ---------------- ------
- Walk 8\"
- Trot 16\"
- Gallop 32\"
- ---------------- ------
- The following bonuses and penalties apply to movement rates:
- *Terrain*: Movement uphill or through rough terrain cuts movement rates in half, except when walking or crawling.
- *Mounting/dismounting a horse* takes 1/4 turn
- *Changing speeds on horseback*:
- * 1/3 of a turn to accelerate from a standing position to a walk
- * 1/3 of a turn to accelerate from a walk to a trot
- * 1/3 of a turn to accelerate from a trot to a gallop
- *Changing direction on horseback*:
- * A galloping horse can only turn 60 degrees per turn
- * A walking or trotting horse can turn 90 degrees per turn
- ## Turn Sequence
- 1. Move
- 2. Resolve Gunfights
- 3. Resolve Fistfights
- The sections on Gunfights and Fistfights describe how to determine in what order combat proceeds.
- ## Weapons
- Characters may use the weapons in the following table.
- Table: Weapons
- Weapon S M L R WS A 1 2+
- ----------------------------- --- --- ---- --- ---- --- --- ----
- Thrown knife or tommahawk 1 2 4 1 +5
- Bow and arrows 8 20 40 1 0
- Thrown lance 3 6 12 1 0
- Derringer 2 4 10 1 +5 1 1 1
- Derringer, double barreled 2 4 10 2 +5 2 1 1
- Cap and ball revolver 5 10 24 3 0 6 0 1
- Std single action revolver 6 12 30 3 +8 6 1 2
- Double action revolver 6 12 30 3 +5 6 1 2
- Modified fast draw revolver 4 8 18 3 +10 6 1 2
- Long barrel revolver 8 16 36 1 0 6 1 2
- Scatter gun 4 6 10 1 0 1 1 1
- Scatter gun, double barreled 4 6 10 2 0 2 1 1
- Shotgun 6 10 24 1 -5 1 1 1
- Shotgun, double barreled 6 10 24 2 -5 2 1 1
- Civil war carbine 12 36 100 1 -5 1 1 1
- Civil war rifle 18 46 130 1 -10 1 1 1
- Civil war repeating rifle 15 40 120 3 -5 7 1 1
- Standard rifle 20 50 150 3 -5 15 2 2
- Standard carbine 12 36 100 3 0 12 2 2
- Buffalo rifle 30 60 120 1 -10 1 1 1
- *Explanation*:
- S
- : Short range. This is the maximum short range distance in inches.
- M
- : Medium range. This is the maximum medium range distance in inches.
- L
- : Long range. This is the maximum long range distance in inches.
- R
- : Rate of fire. This is the maximum number of shots fired by the weapon per turn. Firing more than one shot per turn subtracts 10% from the chance to hit of each shot.
- WS
- : Weapon Speed. Initiative modifier in combat.
- A
- : Ammo. The number of rounds of ammunition carried in the weapon.
- 1
- : Amount of ammo that may be reloaded during the first turn of reloading.
- 2+
- : Amount of ammo that may be reloaded during the second and subsequent turns reloading.
- ## Gunfights
- ### Targets
- Each shot targets exactly one figure. A weapon with a rate of more than one shot per turn may fire upon multiple targets, as long as they are within 3\" of another.
- Shotguns and scatter guns are exceptions:
- * One shot from a scatter gun covers all targets within an area 1\" wide at short range, 2\" wide at medium range, and 3\" wide at long range.
- * One shot from a shotgun covers all targets within an area 0.5\" wide at short range, 1\" wide at medium range, and 3\" wide at long range.
- ### Base Numbers
- In order to engage in combat, you need to compute two numbers:
- * Initiative score
- * Chance to hit
- #### Initiative score
- The character with the highest Initiative score goes first. Play proceeds in order of Initiative scores. In case of tied Initiative scores, characters act simultaneously.
- A character with a higher Initiative score may elect to let an opponent go first.
- To compute your character's Initiative score, sum the following six numbers:
- 1. Swiftness Modifier
- 2. Weapon Speed (WS). If using two weapons, use the worst WS.
- 3. Surprise Penalty
- 4. Movement Penalty
- 5. Wound Penalty
- 6. Miscellaneous Bonuses and Penalties
- The Swiftness Modifier comes from the table in the abilities section. The WS comes from the table in the Weapons section. The remaining bonuses and penalties come from the following tables:
- Table: Surprise Penalty
- ---------------------------------------------- ----
- Giving opponent first move -3
- Surprised -5
- Completely Surprised -10
- ---------------------------------------------- ----
- Table: Movement Penalty
- ---------------------------------------------- ----
- Run & Dodge -20
- Run -20
- On horseback -10
- ---------------------------------------------- ----
- Table: Wound Penalty
- ------------------------------------------------- ----
- None 0
- Wounds totalling less than 50% of Indomitability -5
- Wounds totalling 50% or more of Indomitability -20
- ------------------------------------------------- ----
- Table: Miscellaneous Bonuses and Penalties
- ---------------------------------------------- ----
- Weapon already aimed +15
- Hip shooting +3
- Drawing two guns -5
- ---------------------------------------------- ----
- #### Chance to hit
- To decide whether your character succeeds hitting his target, first compute his Chance to hit. Then roll percentile dice (d%). If the result of the roll is equal to or less than the Chance to hit, then he succeeds hitting his target. In that case, go on to the next section to compute damage to the target.
- To compute your character's Chance to hit, sum the following nine numbers:
- 1. Base 50% Chance to hit
- 2. Shooting Modifier for guns (or Throwing Modifier for thrown weapons)
- 3. Heroism Modifier
- 4. Survival Modifier
- 5. Range Modifier
- 6. Movement/Firer
- 7. Movement/Target
- 8. Wound Penalty
- 9. Miscellaneous Bonuses and Penalties
- The Shooting Modifier (or Throwing Modifier), Heroism Modifier and Survival Modifier come from the tables in the abilities section. The remaining bonuses and penalties come from the following tables:
- Table: Range Modifier
- ---------------------------------------------- ----
- Short +10
- Medium 0
- Long -20
- ---------------------------------------------- ----
- Table: Movement/Firer
- ---------------------------------------------- ----
- Walk -5
- Crawl -10
- Run&Dodge -30
- Run -20
- Trot -15
- Gallop -25
- ---------------------------------------------- ----
- Table: Movement/Target
- ---------------------------------------------- ----
- Walk -5
- Crawl -5
- Run & Dodge -20
- Run -10
- Trot -10
- Gallop -15
- ---------------------------------------------- ----
- Table: Wound Penalty
- ------------------------------------------------- ----
- None 0
- Wounds totalling less than 50% of Indomitability -5
- Wounds totalling 50% or more of Indomitability -20
- ------------------------------------------------- ----
- Table: Miscellaneous Bonuses and Penalties
- ---------------------------------------------- ----
- Weapon at rest on solid object +20
- Scattergun at short range +20
- Shotgun at short range +10
- More than one shot being fired by same figure -10
- Wrong hand shooting -10
- Firing two pistols -10
- Hip shooting -10
- Concealment (1/2 or more) -10
- ---------------------------------------------- ----
- ### Wounds
- If your character successfully hits his target, use the following table to compute damage. This is a two step process:
- 1. First roll percentile dice (d%) to determine the hit location.
- 2. Roll percentile dice (d%) again to determine severity of wound (Light, Severe, Mortal).
- Table: Wounds
- First Roll Hit Location Light Severe Mortal
- ----------- ---------------- ------- ------- --------
- 01--10 Left leg 01--40 41--00
- 11--20 Right leg 01--40 41--00
- 21--25 Left arm/hand 01--75 76--00
- 26--30 Right arm/hand 01--30 31--00
- 31--40 Right shoulder 01--40 41--90 91--00
- 41--50 Left shoulder 01--40 41--80 81--00
- 51--70 Abdomen/groin 01--40 41--80 81--00
- 71--85 Chest 01--20 21--60 61--00
- 86--00 Head 01--20 21--40 41--00
- *Modifiers*: When making either roll on the Wounds table, add +15 for scatter guns and shotguns at short range. But subtract -20 for scatter guns and shotguns at long range. Rolls less than 01 do no damage.
- *Cover*: If a target is behind protective cover, ignore damage to protected hit locations.
- *Severity*:
- Light
- : Subtract 3 from the wounded character's Indomitability score. If this score goes to 0 or below, he falls unconscious.
- Severe
- : Subtract 7 from the wounded character's Indomitability score. If this score goes to 0 or below, he falls unconscious.
- Mortal
- : The wounded character dies. The gamemaster tears up your character record sheet. R.I.P. pardner.
- Table: Additional effects of Wounds
- ------------------------------ ------------------------------------------------
- Light Wound in leg Halve all Movement rates
- Serious Wound in leg Walk only, and then only at half Walk rate
- Light Wound in gun arm/hand -25 Shooting, Throwing and Swiftness Modifiers
- Serious Wound in gun arm/hand Fire with off-hand only
- Other Light Wounds 1/4 off all Movement rates
- Other Serious Wounds 1/2 off Walk rate, 1/4 off other Movement rates
- ------------------------------ ------------------------------------------------
- ## Fistfights
- The character with the highest Swiftness Roll goes first. Play then proceeds in order of each character's Swiftness Roll.
- The character going first may throw two punches, if desired. But if he uses a weapon like a knife, then he may only attack once.
- On each character's turn, he may either throw one punch or wrestle. *Exception*: If the character has an advantage (he has a plus on his turn or his opponent has a minus on his next turn), then he may throw two punches.
- To punch or wrestle, throw 2d6 and add any plusses or minuses. Then consult the approriate table below.
- Table: Punching
- Roll Result Dmg Left Dmg Right +/-Opp +/-You
- ----- ------------------------ --------- ---------- ------- -------
- 2 Miss: no second punch 0 0 +2 0
- 3 Miss: no second punch 0 0 +1 0
- 4 Miss 0 0 0 0
- 5 Glancing blow 1 1 0 0
- 6 Glancing blow 1 2 0 0
- 7 Blocked 0 0 0 0
- 8 Solid Punch 2 3 -1 0
- 9 Jab 1 2 0 0
- 10 Hook 2 2 0 0
- 11 Blocked: no second punch 0 0 0 0
- 12 Haymaker 2 4 -2 0
- *Explanation*:
- Dmg Left
- : Shows any damage done by punching with your left fist. Subtract this number from your opponent's Indomitability score. If his score goes to 0 or below, he falls unconscious.
- Dmg Right
- : Shows any damage done by punching with your right fist. Subtract this number from your opponent's Indomitability score. If his score goes to 0 or below, he falls unconscious.
- +/-Opp
- : This number is added to your opponent's next 2d6 roll if plus (+) or subtracted if minus (-). If he fires a gun in the next round, each of his plusses and minuses (+/-) add or subtract 10% to his Chance to hit.
- +/-You
- : This number is added to your next 2d6 roll if plus (+) or subtracted if minus (-). If you decide to fire a gun in the next round, each of your plusses and minuses (+/-) add or subtract 10% to your Chance to hit.
- Table: Wrestling
- Roll Result Damage +/-Opp +/-You
- ----- ------------------------ --------- ------- -------
- 2 No hold 0 +2 0
- 3 No hold 0 +1 0
- 4 Kick 3 -1 0
- 5 Opponent gouges\* 1 0 -1
- 6 Armlock, left\*\* 2 -1 0
- 7 Head lock/strangulation 4 -1 -1
- 8 Arm lock, right\*\* 2 -1 0
- 9 Opponent knees you\* 4 0 -2
- 10 Throw 2 -1 0
- 11 Elbow smash 2 -1 0
- 12 Bear hug 1 -2 0
- \* If your opponent has a hold on you, it is automatically broken if he gouges you or knees you.
- \*\* A left/right arm lock tags your opponent with a -1 to any applicable left/right punch next turn.
- ### Using weapons and objects in a fistfight
- *Sharp/Bladed weapons* (like a knife): Use the Punching table, but calculate any damage on the Wounds table in the Gunfights section.
- *Striking weapons* (like clubs or gun barrels): Use the Punching table, but apply a -1 modifier to the roll, and a +1 modifier to any damage.
- *Large striking weapons* (like a chair): Use the Punching table, but apply a -2 modifier to the roll, and a +2 modifier to any damage.
- ## CHANGES
- * Version 0.1 (2016-10-16): This is the initial release
- ## TODOs
- 1. More/better public domain artwork.
- 1. Better title?
- 1. Editing: Re-wording, re-organizing, and proofreading.
- 1. Sample scenario. [Gunfight at the O.K. Corral](https://en.wikipedia.org/wiki/Gunfight_at_the_O.K._Corral), the most famous shootout of the Wild West. It took place October 26, 1881 in Tombstone, Arizona.
- * Inspiration: *Gunfight at the O.K. Corral*, the 1957 movie starring Burt Lancaster as Wyatt Earp and Kirk Douglas as Doc Holliday.
- 1. Campaign concept: [Earp Vendetta Ride](https://en.wikipedia.org/wiki/Earp_Vendetta_Ride), the aftermath of the gunfight at the O.K. Corral, in which Wyatt tracked and killed the outlaws who maimed his brother Virgil and murdered his brother Morgan in separate ambush attacks.
- * Inspiration *The Hour of the Gun*, the 1967 Western movie starring James Garner as Wyatt Earp and Jason Robards as Doc Holliday.
- 1. Map of Tombstone Arizona, circa 1881, drawn to scale.
- * [Tombstone fire insurance map 1888](https://en.wikipedia.org/wiki/File:Tombstone_fire_insurance_map_1888.jpg)
- * [Tombstone lithograph map shootout](https://en.wikipedia.org/wiki/File:Tombstone_lithograph_map_shootout.png)
- 1. Example play
- * Example roleplaying
- * Example gunfight
- * Example fistfight
- 1. Healing wounds
- 1. Converting between *Shootouts & Showdowns* (S&S) and *Delving Deeper* (DD).
- * Converting from *Shootouts & Showdowns* (S&S) to *Delving Deeper* (DD).
- * Converting from *Delving Deeper* (DD) to *Shootouts & Showdowns* (S&S).
- 1. Stats for historical gunfighters
- 1. Stats for fictional gunfighters
- 1. Historical Options
- * Price List
- * Saloons, moonshine, rotgut, and drunkenness
- * Prostitution
- * Race and ethnicity
- * Territorial governance, Federal land system
- * Railroads
- * Gold and silver mining
- * Cattle ranching, cowboys and cowtowns
- * Indian wars
- - Forts and outposts
- * Mexican threats
- * Law and order
- - Sheriffs, Marshals, Deputies, the Texas Rangers and the North-West Mounted Police
- - Posses
- - Vigilance Committees, drumhead trials, and lynch mobs
- - Cattle rustling
- - Range wars
- - Feuds
- - Duels
- - Train roberry, bank robbery, highway robbery
- 1. Weird West Options. [Weird West](https://en.wikipedia.org/wiki/Weird_West) is a genre combining elements of the Western with another genre, usually horror, fantasy or sci-fi. Examples: The TV show *Wild Wild West* mixed espionage, mad scientists and steampunk gadgetry. The TV show *Kung Fu* followed the adventures of a fugitive Shaolin monk with martial arts skills.
- 1. References
- * Players are encouraged to read about the Wild West in the following free online resources:
- - See the *Original D&D Discussion* topic [Boot Hill Appendix N Thread](http://odd74.proboards.com/thread/9093/boot-hill-appendix-thread)
- - The free e-book [Buffalo Bill's Wild West, America's National Entertainment: An Illustrated Treatise of Historical Facts and Sketches](https://books.google.com/books?id=ZNQxAQAAMAAJ) (1887) by Scott Allen
- - The free e-book [The Passing of the Frontier: A Chronicle of the Old West](https://books.google.com/books?id=FwQOAAAAIAAJ) (1918, Yale University Press) by Hough Emerson
- - The Wikipedia article on the [American frontier](https://en.wikipedia.org/wiki/American_frontier)
- - The Wikipedia article on the [Gunfight at the O.K. Corral](https://en.wikipedia.org/wiki/Gunfight_at_the_O.K._Corral)
- - The Wikipedia article on the [Earp Vendetta Ride](https://en.wikipedia.org/wiki/Earp_Vendetta_Ride)
- * Movie Westerns are a great source of inspiration:
- - *Gunfight at the O.K. Corral* (1957)
- - *The Hour of the Gun* (1967)
- * TV Westerns are another great source of inspiration. The following shows (with episodes available on YouTube) are recommended:
- - See the *Original D&D Discussion* topic [1960s TV Westerns](http://odd74.proboards.com/thread/12010/1960s-tv-westerns)
- 1. Combat Reference Sheets
- 1. Character Record Sheet
- * There is an [online character generator](https://jsfiddle.net/krusader74/zLopw8k2/embedded/result/) and combat calculator on JSFiddle. The JavaScript [source code](https://jsfiddle.net/krusader74/zLopw8k2/) is there too. The author, krusader74, released this work into the public domain.
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