Weird West Campaign in the Works, Recommended Systems?


Gamer Life General Discussion


I'm looking to start a Weird West style campaign, don't know what system to start looking into. I generally play Pathfinder, 3.5 is also acceptable.

Silver Crusade

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I personally don't think Pathfinder works for a Weird West campaign, at least not out of the box. If you wanted to try, use the advanced firearm rules, and perhaps limit the game to about 8th level. But most of what makes Pathfinder, Pathfinder, just wouldn't fit it. If Paizo ever does a book on Alkenstar, perhaps enough new rules elements would come in to make it more easily doable.

To me Weird West means Deadlands (Google if needed). As I recall, the most recent version of Deadlands uses the Savage Worlds rules. There was a D20 version, which can still be bought in pdf form.


Ajaxis wrote:

I personally don't think Pathfinder works for a Weird West campaign, at least not out of the box. If you wanted to try, use the advanced firearm rules, and perhaps limit the game to about 8th level. But most of what makes Pathfinder, Pathfinder, just wouldn't fit it. If Paizo ever does a book on Alkenstar, perhaps enough new rules elements would come in to make it more easily doable.

To me Weird West means Deadlands (Google if needed). As I recall, the most recent version of Deadlands uses the Savage Worlds rules. There was a D20 version, which can still be bought in pdf form.

I've looked into Deadlands, and it has some rules, specifically the character creation rules, that I'm not fond of.


Regular Deadlands or the D20 version?

The Exchange

Draede wrote:
I'm looking to start a Weird West style campaign, don't know what system to start looking into. I generally play Pathfinder, 3.5 is also acceptable.

If you can get a copy of it the FALLOUT Game Manual for Mac. it has an RPG engine.

RPG Superstar 2013 Top 16

You could try Forgotten Futures. Not only is it completely free, but it's also rather rules-light, so quick to learn. The core rulebook is just a few dozen pages if I remember. It's influenced by stuff like Jules Verne, H. G. Wells, Edgar Rice Burroughs, so it has rules for stuff like steampunk, spiritism, etc.

Liberty's Edge

I enjoyed the Deadlands d20 for what it was. It's based in 3.0 so it's pretty solid but if you like Pathfinder, just use Pathfinder. if the advanced firearms vs AC is a sore spot or somehow feel 'unbalanced' than implement a class-based defense bonus.


Draede:
This 3PP supplement might interest you: http://paizo.com/products/btpy8z8x?Heroes-of-the-West


I generally prefer skill-based rulesets for games set in worlds where firearms are the most commonly-occurring weapon. (i.e. games set in the 19th, 20th, or 21st centuries, or their equivalent.)

I'd recommend GURPS, Savage Worlds, or possibly even HERO System for a "Weird West" sixguns and sorcery setting... Unless you intended it to be a primarlily investigative, horror-based game, in which case I'd recommend using Call of Cthulhu (1890s setting).


There is official GURPS: Deadlans - Weird West book in fact.

Grand Lodge

D20 modern blended magic and technology fairly well. The "d20 Past" supplement would have the relevant weapon and equipment stats for the time period, though, Dog House Rule's "Sidewinder: Recoiled" would be a better product for the "western" portion of your "Weird West" game if you were to use the d20 Modern rules...

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