So after considering the changes I thought needed to TRWNN to suit my less chaotic style of play, I set up another simple scenario as a trial run.
And I will let the dead leave, And let the dead roam the earth, And they shall eat the living, The dead will overwhelm all the living! - The Epic pf Gilgamesh
Monday, 30 November 2020
Gunfight II - Setup
Monday, 23 November 2020
Gunfight - the Aftermath
The aftermath of last week's game was that I took a long hard look at the TRWNN rules. The shooting workesd well imo, low casualty count and a quick game overall. The game took about three hours overall, half of which was setting it all up !
Movement was a joke, though I'm pretty sure a lot of TRWNN players have probably never questioned it. I intend to change it to a more player firnedly system, using ideas of my own, some of Dave Docherty's changes from his version of TRWNN ("Blazing Dice") and some of the movement mechanics from Shoot n Skeddatle. I will be referring to my old "Old West Skirmish Rules" as reference for all changes.
I don't mind random movement rates and even if figure has to use all of what he rolls on the dice (citizens only), but being able to walk fater than a run is a bit ludicrouse.
Monday, 16 November 2020
Gunfight !
,After seeking inspiration from binge-watching all three series of HBO's "Deadwood", I tried a simple gunfight using TRWNN (only slightly modified) and my own characterisation ideas.
[The Bounty Hunters]The setup was quite straightforward, four a side, Bounrty Hunters versus Outlaws.
A D20 would give their status, a result of 1 to 4 gave a civilian whilst only a '20' would give a "Legend". Rolling for each side gave identical results, two gunmen and two shootist each. I gave each of the characters three characterisitcs, a Hand to Hand abilty, a Pistol ability and a Shoulder Arm (rifle) abilty. I used the method explained in my last post, a D6 for each 'level', Rolls of 1 to 3 gave no improvement, whilst 4, 5 gave +1 and a 6 gave +2 - with a maximum of '5' allowed for any characterisitc. Gunmen would roll twice for each and Shootists would roll three times, as if they had all gone throught the various lower levels.
[The Outlaws, at the other end of the street, just about visible in the top photo]
For cards, I borrowed an idea from "Shoot n Skeddatle", allocated each character a card (Diamonds for the Bounty Hunters and Spades for the Outlaws) . To keep track on the table, as a visible aid, I gave each character a counter with their initial on, yellow for the Outlaws and Red for the Bounty Hunters. (Can you spot them?)
The cards, (it's a French Deck btw), the court cards were action cards the Queen (Dame) for the Shootist's action card and the Jack (Valet) for the Gunman's action card. As no-one could use the Legend card, it was ommitted. There were also no civilians to be involved so rightfully or wrongly, I also ommitted the Civilian action card. (On reflection I probably should have included it)
A simple sheet of paper would record each figure's characteristics, their card and any wounds
[Detail on "Abe". Note his Nerve value of '3', I set these as a standard. His activation card is the 2 of Spades - bottom left]
Here's the photos:
[With a carefully aimed shot then using an action card, George nails Del with a Flesh leg wound]
Charlie, who hasn't activated at all. finally decides to rush forward and join in, he gets a measly 2" with his 2 D6 and is Knocked Out with a serious chest wound !The game was over and it was obvious that the Bounty Hunters had won,.
The game had good points, such as the skill system working well and easily to figure out; few serious wounds, but a lot of 'grazes abounding'; cover rules worked well, the single shot at Abe caused him to Duck back; Charlies 2" run was unacceptable imo and will be under review.
Did I enjoy the game ? Yes, despite not knowing the rules well enough , nor having a QRS to hand, it went much more smoothly than anticipated. The Activation system meant poor Charlie didn't move for all but one turn and when he did...well...
Another bout of thoughts on rules is in order, but I will be playing again!
Thanks for taking the time to visit, hopefull there was something of interest.
That's it then for another week, as always your comments are always welcomed and appreciated.
Monday, 9 November 2020
More Rules,
In a week where real-life overwhelmed any desire to do anything hobby related, I was idling on an internet site reviewing many Western Skirmish rules and came across "Shoot n Skeddatle" as a free downloadable PDF and thought Why not?".
[[Some of my 'Desperadoes", that's the seated mexican's legs on the left]
The rules are a whopping 80+ pages long, in this second edition and contain all the necessary rules fro playing a game, but not all the necessary items, namels Cards, lots of Cards, which are available as seperate, buyable, downloadable PDFs or actual cards. - bummer !
The cards relate to Characters - Lawmen, Outlaws, and Other (neutral) Characters; and Weapons - everything from Derringers to cannon -the whole gamut of Western ordinance.
Movement is pretty straight-forward with fixed ditances for walking running etc. and various actions are also taken in to account (opening doors, jumping walls and so on). Movement order is done using two decks of cards, each character aving a card allocated to them. The Doc below, fo r example is activated on the draw of the Jack of Clubs. The turn ends when all characters have had the chance to activate twice. There is, of course, the chance to make your own characters rather than using the pre-genereated card ones.
[A pre=generated character]The various polygonal dice used, cover five characteristics , Strength, Agility, Scrap, Marksman and guts, with the larger polygonal dice having a better chance of success than the lesser ones. A '5' is always a success, so with a D6 you have a 33% chance of success whilst a D20 gives you an 80% chance of success.
With the varuety of skills (that everyone has), there is a much better chance of individual charactersiation than I found in TRWNN.
Where SnS scores highly compared to TRWNN is their 'extras', there are scenarios given, a campaign system and imho, everything has a cost, whether it be characters, weapons, horses or anyting else!
[One of the many weapon cards, showing its cost is $20 - toom right]
The only feature I didn't take to was the simplified wound system, one wound and your hurt, two wounds and you're out of the fight, not outright 'kills'.
Without playing a game using these rules it's not really possible to give an idea of how much fun they are or whether or not they'll give a good, fun game, but I'm pretty sure they'll have a lot of followers.
My overall opinion on the rules is that they're a pretty solid set of rules with a lot of good features, I like the characteristion structure, more so than in TRWNN and my old "Old West" rules, and the intiative (using playing cards) does mean all characterst get the chance to act, but the wounding system is lacking and I prefer the TRWNN system. (I'm pretty sure they latter could be easily combined)
That's it then, a quick and dirty post (sorry), as the current real-life situation wears on I realised I haven't played a game since March this year - a solo Jimland adventure and I've only played with three others, in some six games (or so) in the last three years! It's all very depressing and does little to generate any enthusiasm for anything hobby-related.
Thanks for taking the time to visit and as always your comments are welcomed and appreciated.
Monday, 2 November 2020
Casey Jones...
..." Steamin' and a rollin'".
For those of a younger disposition this was a black and white western )one of many) from my youth, concerning the adventures of a railroad, its engineer (him of the title), Casey junior (his son), Fireamn Wally, redrock and the rest of the crew on the "Cannonball Express"..
[Not me in the pghotograph above, I was decidedly older when I bough this set]All of the above preamble was so I could show my two railway set-ups for my Old West skirmishes. Railways and their robberies (invernted by Jesse James iirc) played such an important part in the OW that I had to have one.
[Contents of the Timpo set]
[Forty inches long]
[Engine and tender, the latter held the electric motor]
[Inside the carriage and parcel compartment]
[Parcel bit with opening door !]
[Caboose with sliding doors, but no other detail]
The second set I have is even mor toy-like:
[What you see is what you got - I bought two sets]
[My two sets]
The second set doesn;t come with tracks, but is a hefty model, well over five feet long if I added the flatcar.
In a week where I did very little modelling or apinting, I found half an hour on Sunday to put togther these models:
So that's it for another week, the good news being that I managed to get a post together despite doing very little and Blogger is almost like it used to be. I even put in photographs as I typed and re-sized one of them !
Thanks for taking the time to visit, I hope there was something of interest and of course, your commetns are both welcomed and appreciated.