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#1 |
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Join Date: Feb 2010
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Hello. I have lurked on the forum for many years. I recently observed that although my brother is fortyish, he watches the Gospel Bill Show (this is a religious children's program set in the Wild West; it is similar in mood to The Andy Griffin Show) almost every day and has since we were children, so I went into a "fey mood" as they say on the Dwarf Fortress forums and wrote an adventure for him in that setting. I have never before even slightly succeeded in getting anyone I know to play GURPS with me, but he loved it and requested another adventure. His character is based on 100 pts and has Guns! along with Talker Talent plus Social Stigma (half Apache) as his main features. I gave him a Weapon Bond six shooter, a horse, and a pack mule. It seems just a horse was not enough to carry him plus water and food. (Is this the way it's supposed to be?)
I've run into a few issues. One, every western adventure I can find that has any review whatsoever is a horror adventure too, which does not match the setting, and I don't think my brother would like that. Any suggestions? I did a "find the person who is supposed to be bringing medicine for the sick child but is currently treed by wolves" thing for the first game. I can probably come up with something else, but I am stressed about it. I have Gurps Old West. I do not have 3rd edition Basic Set. I assume there was a major change in pricing between editions because everything in the book is extremely cheap when compared to 4th edition. Would multiplying the prices by 20 put it roughly in the 4th edition ballpark? I am using the 4e basic set. Any suggestions welcome. Thanks! |
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#2 |
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Join Date: May 2007
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It probably isn't really what you're looking for, but Big Lizzie, a premade GURPS adventure in which a group of Arizona pioneers set off to rescue a hostage from outlaws and, owing to a minor mixup in the space-time continuum, wind up having to rescue her from dinosaurs, should be mentioned. It is certainly not a historical drama, but neither is it horror- the author claims to have been trying to match the tone of the Ray Harryhausen movies.
EDIT: Regarding prices, I think Old West lists prices in period dollars, whereas 4e lists universal prices in units theoretically corresponding to a modern (well, early 2000s) American dollar. A conversion factor of 20x would be a workable approximation.
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. Last edited by ravenfish; 10-18-2024 at 08:30 PM. |
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#3 | |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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GURPS' default style is "realistic cinematic" - characters need to make sensible plans, use the right equipment and supplies, and consider realistic costs, problems and logistics. As GM, you can ignore some of these issues if you want, which will get you more of a TV show atmosphere. It's a good idea to make those decisions deliberately, and tell your player(s) about them, to avoid clashes of expectations.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. Last edited by johndallman; 10-19-2024 at 01:58 PM. Reason: Spelling |
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#4 | ||
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Join Date: Feb 2010
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Quote:
Quote:
Last edited by johndallman; 10-19-2024 at 01:58 PM. Reason: My spelling error. |
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#5 |
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Join Date: Apr 2012
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Most TV westerns played a bit loose with the equipment. The mounted cowboy was always shown with a saddle, scabbard for the lever action rifle + rifle(unless lost due to plot), a rope, and bedroll and maybe a canteen and pistol. Yet somehow the cowboy managed to cut firewood, have a method to make the fire, produce a coffee pot and coffee, and often a skillet to cook breakfast with. Said breakfast often including eggs and bacon. So probably OK to play a bit loose with the equipment and food loading if you are staying true to the TV cowboy.
As far as adventures, find an otherwise suitable fantasy "Rescue the princess" or "Guard the caravan" type and reskin the characters as western. Swords become pistols, armor goes away, orcs become bandits, etc. The princess becomes the rancher's daughter and the caravan becomes a wagon train. Reuse the "Timmy down the well/trapped in a cave/lost in the woods." tropes. Not all adventures have to involve shooting. |
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#6 |
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Join Date: Feb 2010
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Thanks for the suggestions, everyone. I am going to try a series of social encounters to get a job at the ranch and then a cattle drive which may extend into the next session as well. I am attempting to use the chase scene rules from Action for lassoing a stray calf. Would riding horses have maybe a stability rating of 3? It seems like they should be rather good at not crashing since they have minds of their own, but I couldn't find any examples of an animal vehicle stat block in Basic or Old West (except wagons).
Does anyone have any suggestions on how Acute Vision would benefit a cowboy with his six-shooter? My brother bought this, but I'm not sure how to make it come into play. Should the level add to search rolls, etc? Can he use it in combat? Would it improve Aim? What is the intended effect? |
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#7 | |
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Join Date: May 2007
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Acute vison doesn't benefit rolls to hit a foe (except insofar as spotting the foe is necessary before attacking). If you want preternaturally sharp vision to improve shooting, take Telescopic Vision instead, which does improve Aim. Technically, it's not a realistic advantage for humans, but, in a cinematic campaign, such rules can be slightly bent- and if it's good enough for elves, surely it's good enough for sharp-eyed frontiersmen. EDIT: Regarding your first question, mounts don't have a stability rating under the rules as written. It might be a reasonable house-rule, however, to allow the horse to attempt a Dexterity roll to prevent a whipeout when the rider fails.
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. Last edited by ravenfish; 10-20-2024 at 12:30 PM. |
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| Tags |
| gurps 4e, kids, wild west |
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