Old West Sourcebooks?
I'm thinking of doing a special campaign sometime in the future set in the Wild West. Specifically, I'm looking at doing something within a few years of the end of the American Civil War. I know there's a GURPS Old West book for 3e, but I'm wondering how useful that will be for making a campaign in 4e--whether it retains its value as a guide for creating a setting in the current edition, and so on.
Some other sourcebooks I'm looking at right now... Knuckleduster's Firearms shop and Cowtown Creator: I'm certainly going to be picking up Cowtown Creator, but I'm not too sure about the Firearms Shop. It says it contains 80 period weapons with a detailed treatment and some interviews with police with gunfight experience. I'm not sure how this might compare with the information already presented in High-Tech and other supplements. Precis Intermedia's Shady Gulch Revisited: I've heard of this being another useful setting book, with a detailed treatment of one specific town. Do any of you have these books? What's your input on how useful they will be? Any other suggestions for books would be appreciated, particularly if they won't require much translating from other systems(generic stuff would be great). |
Re: Old West Sourcebooks?
You'll find plenty material in Tactical Shooting to justify the purchase. If you plan on 4e and allowing weirdness and want to convert the magic rules in Old West, then Thaumatology would be worthwhile. Even if you aren't allowing weirdness, GURPS Deadlands has some useful maps and other material.
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If you're doing a straight up Old West game (realistic or cinematic) without obvious magic/supernatural events, I recommend picking up something by Louis L'amour. Those books run around 150 pages and can be read in a day or so, but give you great adventure ideas. |
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Thanks for the suggestions so far.
My inspirations: 3:10 to Yuma, The Missing, Open Range, Wyatt Earp, Unforgiven, Dead wood, and so on in the dramatic, brief-but-intense violence range. I'd like to do something with a gritty, but stream-lined feel to it. So I will probably restrict a number of options to make it simple and unimposing for new players. I'm not going to have much in the way of weird elements, with one notable exception. Unless I change my mind, I'll be having the setting be at least one or more years after the end of the war, set in antebellum Gettysburg. The solitary weird element will be that the dead soldiers buried there are starting to rise, and the players will have to try to find out how to stop it before they are overrun by thousands of undead. I'm planning on this game being a special halloween event at the store where I work, so I'm focusing on it working as a good demo game, but most of the stylistic elements and resources(realism especially) I would likely use for other games in the future. So, books I should probably pick up: GURPS Tactical Shooting, GURPS Old West, the Knuckleduster books, and maybe Thaumatology/Deadlands for the secondary elements. Quote:
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OTOH, I strongly recommend High-Tech if you don't already have it for TL5-6 guns and equipment. |
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