I am interested in running an American Old West RPG/campaign that doesn't rely on fantasy/mystical or sci-fi/steampunk elements. What system do you recommend, and why do you think it captures a more historical Old West appeal, especially when compared with other systems?
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Aces & Eights is a good but rules-heavy RPG that plays the West straight. Dust Devils is a rules-light RPG that tends towards short-form games, several sessions at most. It uses poker as a mechanic! Other systems I know of would need the magical bits filed off, e.g., Deadlands. |
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Whenever I'm unsure which system to use, I use Cortex. It's not targeted at a single genre, and you can add/remove/modify the skills and specialties for the genre you want. For an Old West genre, I think the only changes I would make is replace Pilot with Ride, and remove Tech. It's a fairly easy system to pick up for GMs and players. |
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I don't have a lot of experience with the western genre, but my group used True20 to good effect once. You might also try d20 Modern with the D20 Past supplement. The key benefit to both of these is that the technology of the era is statted out. There's always Savage Worlds, too, if only because it's generic and flexible enough to pull it off without too much tweaking. And of course, FATE could do it no problem. Slight tweaks to Spirit of the Century should be about right. |
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For some reason a lot of the Western RPGs out there have a lot of mystical junk mixed in, Deadlands being the coolest of the lot. You can always "file off the magic" but if you are looking to use published products without fooling around, you definitely want a Western RPG tuned for that. I own two of those. The first is Boot Hill, the original Western RPG published by TSR back in the day. It's non-supernatural in origin, and had five adventures published, but it's crufty in that 1970s RPG kind of way and hard to find. The second and my favorite is Aces & Eights, a currently supported game from Kenzer & Co., the guys who do Hackmaster. In 2009 it took Origins RPG of the Year and the silver Best RPG ENNie. I really like it - it's a 400-page faux leather bound book sporting an in-depth shooting system (uses a transparency "shot clock" overlay, lots of detail). Besides having a lot of in-depth genre appropriate skills (Telegraph operation), flaws (Fourflusher), and gear (Bottle of Laudanum - 29 cents), it has chapters with rulesets for cattle drives, prospecting, and trials. This is brilliant and makes it a lot better for a Western RPG than "insert generic system here." It has no supernatural, but it is a slight alternate history. I'm not really even sure why, it's not alternate history in the usual "add Nazis!" sense, just that the Civil War stalemated and some stuff like that. |
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GURPSGURPS has a ton of material for any historical game.
Now, many of those books could be used for a non-GURPS game, as GURPS books so often are. But the system itself is very good for modeling regular people. Some systems are so intent on dealing with heroic feats that you get something like "1 is poor, 2 is average, 3 is excellent, 4 is human maximum". With GURPS, many normal human characters can have a useful stat range from 7 or 8 to 13 or 14. Going with GURPS gets you a ton of historical material; including events, people, and equipment. It gets you a system where guns are dangerous and well detailed. It gets you a reasonable economy where the price list and value of gold align. BTW - I love the shot clock and all the minigames from Aces and Eights, but the system itself was clunky IMO. I hardly got through making a character. |
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I can speak of the quite astonishing combat system of Aces & Eights. The use of a shotclock and the physical positioning of an aiming grid over a target adds a remarkably visceral feel to the game. The combat track with every action taking its own amount of time also makes for a situation where a duel at high-noon is both tension filled and involves more thought than simply rolling for initiative. While I only own the combat supplement (which I believe can be added to any game for increased realism) I have enjoyed its use in the past. The lists of weapons and details even in this tiny booklet make it a fine product and the entire game should be quite complimentary to your requirements. |
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Useable as writtenAces and Eights:
Western HERO:
GURPS: Old West
Boot Hill:
Readily Converted:Mercenaries, Spies, and Private Eyes: A few non-recommends of note:Dogs in the Vinyard:
To quote from the GM section, "Your job as the GM is to present an interesting social situation and provoke the players into judging it. You don’t want to hobble their judgments by arguing with them about what’s right and wrong, nor by creating situations where right and wrong are obvious." There is also a strong supernatural element, that, while removable, is part of the extant rules. Space 1889: Castle Falkenstein: |
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Maybe out of print but Goldrush games Gunslinger: Wild West Action! is worth checking out. |
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