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#1 |
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Join Date: Nov 2010
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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).
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Finds party's farmboy-helper about to skewer the captive brigand who attacked his sister. "I don't think I'm morally obligated to stop this..." Ten Green Gem Vine--Warrior-poet, bane of highwaymen
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#2 |
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Join Date: Apr 2007
Location: Olympia, WA
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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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During times of universal deceit, telling the truth becomes a revolutionary act. - George Orwell |
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#3 |
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Stick in the Mud
Join Date: Aug 2004
Location: Rural Utah
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I haven't seen that book in particular, but if it follows like other GURPS 3e historical setting books, the only ares where you will have any version issues will be in the characters chapter or other stat blocks. And considering how easy it is to convert (ignore point costs and just pick the closest equivalent in 4e) I would imagine it would retain about 80-95% of its value.
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MIB #1457 |
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#4 | |
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Join Date: Dec 2010
Location: Seattle
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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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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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#5 |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Yeah, Louis L'amour and Zane Gray are your friends for getting in the mood. Your used book store probably has some of their works for under a dollar. The library will definitely have some of their stuff.
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#6 |
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Join Date: Dec 2010
Location: Seattle
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Would've mentioned Zane Grey, but I find him slower reading. Not sure why, but I do. Excellent. Ralph Compton as well. I didn't really discover them until I ran an old west campaign.
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. Last edited by ULFGARD; 02-28-2011 at 12:16 AM. |
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#7 |
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Join Date: Nov 2010
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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. Oh, it's been such a long time since I've read a L'amour story, but I think it's time to pick up one of his anthologies again. Thanks for that reminder.
__________________
Finds party's farmboy-helper about to skewer the captive brigand who attacked his sister. "I don't think I'm morally obligated to stop this..." Ten Green Gem Vine--Warrior-poet, bane of highwaymen
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#8 | |
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Join Date: Jul 2007
Location: One Mile Up
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#9 | |
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Join Date: Nov 2010
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Quote:
__________________
Finds party's farmboy-helper about to skewer the captive brigand who attacked his sister. "I don't think I'm morally obligated to stop this..." Ten Green Gem Vine--Warrior-poet, bane of highwaymen
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#10 | |
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Join Date: Apr 2006
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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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