Need help with Wild West fantasy setting


Advice


I am going to run a game of PF this weekend set in a Wild West-style setting, but some elements I might need help with.

1.Should I use the commonplace guns or guns everywhere rules, and depending on which of those I go with, what would the gun prices be? (I'm horrible with percentages.)

2.I need help with a plotline and whether or not I should railroad or do a sandbox.

Any help is appreciated.

Sovereign Court

Are you doing nonmagical wild west, or "weird west"?


There is magic in the world and fantasy monsters and races are in the world but it's not the real world.


Commonplace guns has early guns and ammunition as 25% of the listed price (advanced ones like revolvers are full price still though). Guns everywhere makes everything 10%...so just drop a 0 from all the prices (and for ammo that doesn't divide by 10 into whole gold, just think of that as the price for a pack of 10, like how arrows are price for 20). Mathwise, guns everywhere is easier to run since it has such a simple adjustment rule.

Although, I question whether you need to make this into an entirely gun based campaign. It is not that hard to translate the mythical nature of the wild west into more medieval styles due to the fact that the romantic idea of the 'cowboy' in America actually mirrors Ronin in Japanese culture and the Knight-errant in European cultures.

Since this game is largely based upon adventurers, who draw heavily from the concept of the knight errant, it would not be hard to simply move motifs of the 'Old West' into a sword and sorcery style.

Admittedly, the heavy armor encouraged by the game does put a hamper into making the typical paladin build into a lone ranger, at least in terms of style. One system I liked when I read it for this type of situation was the defense bonus variant rules from D&D. This idea basically gives you scaling bonuses to AC that reflect your original armor proficiencies (so fighters get a very fast scaling bonus, while rogues do not)

Anyway...about how to run it.... Since this is something new, you might want to keep it on rails (At least at first). A cool thing you could do would be to play up how on rails and cliche you can make it. Turn the game into a living penny dreadful or old radio show. Use a corny narrator voice and say things like "Will our heroes get to the valley before the train passes through, or will poor Penelope become victim to the vile. land grabbing Baron? See the heart pumping conclusion next week!". Playing with familiar and dear tropes is a good way to liven things up. Although...depending on the table and the sense of humor, you might not get past the first 5 minutes before your players 'tar and feather your hide'.

Silver Crusade

My son and I have experimented with a wild west version of pathfinder with a lot of influence from the show Supernatural.

I would recommend using the variant Wounds and Vigor system from the Ultimate Combat book. This allows a bit more thematic description as the vigor is representative of near misses and being beaten down where as wounds represent actualy being shot, stabbed, etc.

We are also using the Class Defense variant rules from 3.5 to facilitate a little protection without having to walk around in full plate in the old west.

As for price of fireamrs costs we went with Guns Everywhere. To figure the cost you just take 10% of the listed price from the book.

Revolver = 400gp
Rifle = 500gp
Rifler, Pepperbox = 700gp
Shotgun = 500gp
Shotgun, Double-barreled = 700gp

We actualy translated the "Gold Piece" into dollars and cents and common currency are coins like $20 gold piece or $50 gold piece. From there I looked at the average cost of a revolver or a lever action rifle for the time and used that as a basis for the value of a gold piece vs. a dollar.

Good luck with the game!


Tempestorm wrote:

My son and I have experimented with a wild west version of pathfinder with a lot of influence from the show Supernatural.

I would recommend using the variant Wounds and Vigor system from the Ultimate Combat book. This allows a bit more thematic description as the vigor is representative of near misses and being beaten down where as wounds represent actualy being shot, stabbed, etc.

We are also using the Class Defense variant rules from 3.5 to facilitate a little protection without having to walk around in full plate in the old west.

Ah, a note about all this discussion with defense bonus variant rules we have talked about.

Since they typically add to touch AC (at least, if we are all talking about similar systems), it might help when it comes to dealing with how guns can change the system. Essentially, it makes sure that not every battle is a war of attrition where everything just about auto hits with all its attacks and you do not need to drop dozens of wands of cure light wounds for the party to get through the day.

Of course, it also kind of dampens the advantages of guns...but hey, with guns everywhere is is not so bad.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Need help with Wild West fantasy setting All Messageboards

Want to post a reply? Sign in.