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About This Game

A grounded but not grim adventure in a fictionalized version of the Old West. The Old West is a land of brigands, outlaws, grifters, entrepreneurs, prospectors, homesteaders, and more - in other words, the folks who through blood and sweat forged Civilization and all that the capital letter entails from the essence primordial. The strings of fate that bind the wanderers of this world have drawn tight. Perhaps a few of you met in a crowded stage crossing the dusty plains, exhaustion and terror of bandits crowding every step of your journey in equal measure. Perhaps it was in the saloon or later in the "drunk tank" in the sheriffs office, or perhaps something different still. But there is work to be done, and you are men and women to do it.

Game System

GURPS

Detailed Description

In short

A grounded but not grim adventure in a fictionalized version of the Old West. The Old West is a land of brigands, outlaws, grifters, entrepreneurs, prospectors, homesteaders, and more - in other words, the folks who through blood and sweat forged Civilization and all that the capital letter entails from the essence primordial.

The strings of fate that bind the wanderers of this world have drawn tight. Perhaps a few of you met in a crowded stage crossing the dusty plains, exhaustion and terror of bandits crowding every step of your journey in equal measure. Perhaps it was in the saloon or later in the "drunk tank" in the sheriffs office, or perhaps something different still. But there is work to be done, and you are men and women to do it.

...

Posting expectations

Three IC posts a week. I don't expect poetry or essays, but I do expect you to match that posting rate. It is more often than you think - if I post on Tuesday, you pretty have to either post same day or Wednesday.

I may post more often but I will not hold you to a higher rate - I said I expect three posts a week, I will not start demanding 5+ posts.

Life happens. I don't need to know specifics and honestly would rather you not pour your heart out in an OOC thread, so if you are busy or preoccupied just say so and I will respect that. I may ask you to take a hiatus from the game depending on how long you are out of action, and the game will keep moving if others are still active, but life comes before game.

IC posts should push the story forward, either by doing something ("I knock on the door of the haberdashery and ask for the proprietor") or by proposing a course of action for the party. Don't stand there passively in the scene thinking to yourself.

Don't overwhelm me with an ornate posting template. A character image (no anime or fantastical images please) is about the limit to things beyond the basic text of a post that I want. I will also ask for dice rolls unless what is needed is blantantly obvious (e.g. in combat).

 

 

Setting the stage

Each of you has arrived in the dusty and backwater town of Arcadia recently, no more than a month ago. Last night, a man, beaten and bloodied to within an inch of his life, scorched by a long day's and chilled by a longer night's ride on a bareback mare (or so the rumor put it, and indeed on what besides rumors is the Old West built on?) arrived in Flenderson's ranch, raving nonsense, and Flenderson the younger duly deposited him in the care of Dr. Archibald Pendrick, the local sawbones. Curiosity has gotten the better of you, and you have sought out rumor or maybe the man himself. Something is not right, but there can be profit in wrongness and in ridding the world of it.

 

Some inspirations in film and literature

I especially enjoy spaghetti Westerns such as the Dollars Trilogy, Once Upon a Time in the West, Il Grande Silencio, and The Magnificent Seven (itself plagiarized from Seven Samurai) and other classic Westerns such as The Man Who Shot Liberty Valance , High Noon , Gunfight at the OK Corral and yes Blazing Saddles.

The "modern" genre is also one I find interesting such as Hell or High Water, True Grit, Quigley Down Under, Ballad of Buster Scruggs, and Tombstone.

In other mediums, I am also enamored of Cormac McCarthy's work, in particular Blood Meridian and No Country For Old Men (also an outstanding movie) in print and the Red Dead Redemption games.

You don't need to have watched or read many or really even any of these works but hopefully this will provide some context regarding where I am coming from in running this game. The conflict between man and wilderness, the allure of opportunity on the open plains, and the balance between "savagery" and "civilization" are what make the genre interesting for me.

 

Character Creation

See character creation post: https://www.myth-weavers.com/index.php?/topic/9506-character-creation-how-to/

I am looking for 4-5 players. If you have run a game for me on here in the past (you know who you are, I'm not going to tag everyone har), I will give preference to you but I doubt this will be overly selective.

Soft deadline is 9/12 and I will start doing rolling acceptance on that date. I will not close up applications earlier than that (out of fairness) but may extend the deadline depending on how things stand

 

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The System

Let's give GURPS Lite (4th edition) a shot here. I want a relatively lightweight system with the traditional gameplay loop of "player makes action, GM asks for roll if appropriate, then after the roll GM describes the outcome of the action."

Why not GURPS with x plugin/module? A first simple reason is money - it's hard to make an argument to throw cash at a system when the sad reality is that most PBP games have a short life. I hope this one will last until completion, but it's a more than fair concern. A second reason is that I want the focus to be on the story/conflict more than the raw crunch of the game. As this is PBP and PBP tends to be sluggish by nature, I want to move as quickly as possible through scenes while still doing tension, character stuff, etc. and simpler systems lend well to that. The emphasis should be on executing a character vision - are you a smooth-talking cowpoke dripping with bravado? A young woman looking for the freedom of the frontier? A prospecter looking for a good strike of gold to put old debts and poverty behind? and I think that's what GURPS does well anyways.

Link to GURPS 4e Lite:

https://www.sjgames.com/gurps/lite/

 

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Community

GURPS
  1. What's new in this game
  2. Besides the bandit you shot, you don't see any bandits that are in any form fit to fight - but you can't be sure. The battlefield is more than a little chaotic with night vying back and forth with guttering flames consuming the wreckage of the camp.
  3. ST: 11 | DX: 11 IQ: 10 | HT: 10 | Will: 11 | PER: 11 | Speed: 5.25 | Move: 5 HP: 11/11 | FP: 10/10 | Dodge: 8 | Parry: 9 (Brawling) / 8 (Knife) | Thr: 1d-1 | Sw: 1d+1 Seeing the second bandit begin to slowly drift downstream, Malakai focuses his gaze back toward the burning tents and encampment. Peering through the smoke and settling dust, he looks for any sign of the remaining bandits, his finger resting lightly on the trigger of his rifle. Perception
  4. The bandit in the boat was still wary as he attempted to slip his moorings... But his wariness was not enough as two bullets torn into him, one in the upper right arm, the other in the chest and that was a grievous wound indeed. Reeling, barely standing, somehow he shoves off the boat and collapses into it in a bloody heap as the boat begins to make its way away - slowly, slowly ebbing in the current. You see him then lay back in the shadowy recesses of the rowboat and seem to consign himself to whatever fate shall come. ooc basically the guy is at a bit lower than -1xHP and threw himself into the boat in an attempt to basically float away. But he's really going nowhere fast and no longer able to effectively shoot back at all but the shortest of ranges.
  5. ST: 11 | DX: 11 IQ: 10 | HT: 10 | Will: 11 | PER: 11 | Speed: 5.25 | Move: 5 HP: 11/11 | FP: 10/10 | Dodge: 8 | Parry: 9 (Brawling) / 8 (Knife) | Thr: 1d-1 | Sw: 1d+1 Not seeing any other bandits emerging from the camp, Malakai pivots the barrel of his rifle to catch the man attempting to vamoose on the ferry. Shortly after Mickey's shot cracks through the early morning air, the bark of Malakai's rifle echoes across the valley. MechanicsAttack Modifiers: Distance 15-19 yards: -5 Size and Speed: 0 Accuracy: +6 Braced: +1 Total: +2 Base Rifle Skill: 13 Modified Skill: 15 Kneeling and firing from partial cover. Rifle Attack Rifle Damage
  6. Ah, I thought that only applied to the first round. It'll be an Aim+Fire (same as last round), so a 10 should hit. After that last round, I don't think Mickey would be able to kill him even if he hits.
  7. to keep things moving in pbp i was doing "double rounds" so you can hip fire twice or aim+fire or move + fire (although you are prone) etc. if you wish.
  8. Mickey sends another round downrange and yells out, "Stop an' ye'll live, ye fool!" Mechanics Aim+All-out Attack at Red. Base skill is 11, range looks like 14 yards (-5), against a standing target (-0), +3 Acc, +1 AOA for modified skill 10. His current posture is Prone.
  9. Ok I'll look this evening. I didn't do much modern GURPS so the shotgun things is not well known to me. Also... I'm letting you know that this week between Wednesday and Sunday afternoon, I will likely be offline. In addition to the 3 concerts I'm going to (one of which is an out of town trip) I'll be doing multiple after hours work functions as well. I will try to check in if possible.
  10. i'm fine if you want to roll with the 3e style shotgun (one BIG damage die) or the 4e style with the pellets, my read is that the 4e version is a bit more clunky mechanically but it's good either way.
  11. The burst of gunfire and the issuing smoke of black powder is far less impressive than the roar of dynamite a few heartbeats earlier. But it is purposeful in a way that the raw violence of those few small sticks was not... Mickey's shot seems well aimed but only serves to raise the ire. Yet the luck of the fellow would not last. Malakai's rifle shot tears a small hole in the bandit's gut, and this does have the effect that perforation by lead has on a man. The bandit staggers. Then Sloan fires. And the bandit dies. The remaining bandit can count. One is less than three. He vaults into the ferry boat resting on the riverbank and begins to cast off. He will need to push off from the soft soil however to get free. An easy task when not accompanied by incoming gunfire... crunch 3 dodge rolls for Green if its an 8 gauge (the highest damage) its 5d+2. You have the ST for it (ST 15 in 3E converts down to 12 STR in 4E) and RCL doesn't matter if you are shooting one barrel at a time. Mickey does no dmg (duster has DR 1), Malakai sends negative, then Sloan causes a failed HT roll and death.
  12. pugilist HP: 6/13 FP: 11/11 As the dust and smoke clears, Sloan takes aim and fires at the bandit to his left. OOC Shotgun 11 Range looks to be -5 ACC is +5 so that cancels out... Shotgun 11 my shotgun damage says Var
  13. ST: 11 | DX: 11 IQ: 10 | HT: 10 | Will: 11 | PER: 11 | Speed: 5.25 | Move: 5 HP: 11/11 | FP: 10/10 | Dodge: 8 | Parry: 9 (Brawling) / 8 (Knife) | Thr: 1d-1 | Sw: 1d+1 Once the hillside stops tumbling from the sky, Malakai quickly braces his rifle on the rock and takes aim at the bandit near the river. He really didn't care for spilling blood. He'd done plenty of that during the war. But then he recalls the bodies sprawled out next to the train. Recalls the old man and how they surely would have killed him and his wife if he hadn't acted quick enough. Recalls the natives and all the other stories he'd heard about these men. Sure enough the uncertainty left his mind and he put the crosshairs of his rifle direct on the bandits chest. A quick pause. Breathe. Fire. MechanicsAttack Modifiers: Distance 15-19 yards: -5 Size and Speed: 0 Accuracy: +6 Braced: +1 Total: +2 Base Rifle Skill: 13 Modified Skill: 15 Kneeling and firing from partial cover. Rifle Attack(15) Rifle Damage
  14. I'll let you have one of the weapons that the first bandits had, I think they were Henry rifles but I'll check tonight. Makes sense you would have taken one of those
  15. Sorry for the late post, life got in the way last week. Mickey's kind of regretting buying the cheap .22 pistol now :D.
  16. Lying on the ground and peeking just over the ridge, Mickey aims his pistol at the closest bandit and pulls the trigger. Mechanics Mickey only has Guns (Pistol), so he'll be using that instead of the rifle since I think the range penalties are still better than DX-4. First round Aim at Green bandit, second round All-Out Attack. Base skill is 11, range looks like 12 yards (-5), against a standing target (-0), +3 Acc, +1 AOA for modified skill 10. His current posture is Prone.
  17. KABOOM! The deputies did not so much as hear the blast but felt it. The concussion threw a thick cloud of dust and rocks into the air that pattered down as a lithogenic rainstorm upon their hats and their torsos. The telltale stench of explosives was in the air. And there was screaming below. Horses ran wild in the encampment panicked and not without reason. Flames rippled from the torn up tents casting a horrific facsimile of daylight upon the carnage. As vision cleared and the ringing ceased almost entire the trio could see the two lucky bandits who had been on watch stagger to their feet. Covered in dirt, yes, blood, no. And they were mad and they were holding rifles and they began to raise those selfsame rifles to take aim... crunch Players go first. I'll give "double rounds" a shot so you can take aim action and fire action in a single post (or move and aim or whatever suit your fancy). Player and bandit positions as in the map above. Clear vision/sightlines.
  18. ST: 11 | DX: 11 IQ: 10 | HT: 10 | Will: 11 | PER: 11 | Speed: 5.25 | Move: 5 HP: 11/11 | FP: 10/10 | Dodge: 8 | Parry: 9 (Brawling) / 8 (Knife) | Thr: 1d-1 | Sw: 1d+1 Malakai tucks himself behind a solid patch of rock and cactus. At the moment he can draw a solid bead on the scoundrel busy filling the river full of rocks. But knowing the blast is going to send up a big cloud of dirt and dust he doesn't worry about keeping tabs on the bandit for too long. Instead he reaches over to grab the plunger for the explosives. Getting the nod from his two partners he takes a deep breath and then pushes the handle down while ducking back behind the protection of the rocks.
  19. Sorry I've been offline most of the previous week, just busy, I am still here and ready to continue playing!
  20. alright, IC posts from you guys including someone doing the "honors" to set off the blast and then I reckon things'll be settled with the shootin' irons.
  21. Malakai will also go prone behind whatever cover is available prior to the explosion, then he'll start to aim and shoot as bandits emerge from the dust.
  22. you can fuse it to all blow at once, pretty much at any reasonable delay from lighting the fuse. Going prone and then starting to shoot will work. But the explosion will prevent lining up shots before the big boom. and people can reposition on the map, just say where you want to be
  23. Do we know how long it will take to detonate the dynamite? I'm thinking Mickey will trigger it and go prone, then start shooting once it goes off.
  24. Two bandits are visible, the rest are presumably in the tents. One (Greenhorn) is sitting by the fire, idling away the time on a harmonica. The other (Red Boots) is skipping small stones into the river. crunch... I'm going to run the fight with no penalty for darkness going either way. Let's just say the pyrotechnics sufficiently light up the area e.g. by setting tents and so forth aflame. Because of the ranges, I think it makes sense to let everyone take two turns so they can aim/fire in a single round of posting. If that is objectionable let me know. You can start the fight sitting/prone/standing as your choice.
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