![]() It's all there to do in D&D all you need to do it set the pace and tone. But smaller thrown versions are more thematic. Head to the back and look inside the pile of hay, there’s a shovel you can grab sticking up out of the. One can be found inside the barn where you find the shed key as well. There are actually two shovels in the starting area. You need it to do a few things, so it’s best to grab one ASAP. Swords are plenty acceptable (a cavalry sabre on horseback is de rigueur) as are axes, spears, etc. The shovel can be found in a few different places. The effects are the same, just the window dressing has changed. So you can substitute a heavy duster for leather armor, an armored vest for Chainmail, and assault armor (look up Ned Kelly for the best example) for full plate. Rogues, Bards, and Clerics are practically unchanged.Īrmor can also be problematic. Paladins would be Lawmen/Marshalls, Fighters could be Pinkertons, Former Soldiers, or just ranch hands. ![]() A native high chieftain might be a barbarian. Native shaman make great druids and native rangers make great warriors. They could leave a few slots open for casting from spells they knew but it was more efficient to do it ahead of time (if more time consuming). 1 minute took 10 minutes, and so on.BUT they could prepare as many spell slots as they had available each day into "talismans" that would release a spell immediately (like normal D&D, basically). A spell took one time increment longer to cast "on the fly".so 1 round took 1 minute. IN the Boot Hill crossover, I made magic harder to access. Or, better yet, have them just ride into town, see the tracks, and leave it at that.Ĭasting of spells in the wild west can be very weird. Just show the PCs the tracks, they don't need to know the particulars of how it works. Use dragon-powered iron locomotives if you want to keep the fantasy alive. Steam power and trains aren't a problem for wilderness towns. PCs who can use crossbows can learn guns easily enough. ![]() (pistol-hand crossbow/carbine=light crossbow/rifle or shotgun=heavy crossbow). The firearms issue is usually the sticking point for most folks, but I just use crossbow stats and if it's a six-shooter or a carbine it doesn't have reload. The GURPS Wild West book covers all that. There are also some archetypes that almost always show up in westerns. I'd look at a Wild West GURPS book for ways to set tone and mood. ![]() WAY back in the stone age I ran a Boot Hill D&D Crossover. Lastly, Jonah Hex (the comics.fuck the movie)įantasy Westerns are a particular subgenre I love. I've not seen this one but Tremors IV: The Legend Begins Ravenous (with Guy Pierce and Robert Carlisle!) Kinda tangential, but still useful for ideas House II (1987) ![]()
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