Core rules are written for 1800s American Wild West, but Moves are designed to be loose enough to be used in Space Westerns, Contemporary Westerns, etc. Gun slingers, weird spell casters, obsessive scientists, daring rogues.Lots of moves with huge potential for changing the narrative and story, based on player choice.Any time you roll the dice, you're pushing the story forward and making an interesting choice.No Moves about "adds +2 to X rolls", etc.Moves give you choices, not things to remember.Simple Trauma system, based on the FitD "Harm" system.Each playbook comes with a WEIRD RUINATION, a power the character can unleash, that comes with a terrible cost.9 Backgrounds (informing character and initial equipment, like MEDICINE, VICE, OUTLAW or NATURE).4 playbooks (the FIGHTER, the SNEAK, the THINKER and the WEIRDO).Entire rule book is about 35~ pages, including art.Light on rules, heavy on character impact:.Play Books, Moves, Descriptions and Art to spark the imagination, instead of a giant boring essay at the start of the rules.Just about everything the characters do comes with a consequence, and we play to see how they deal with those consequences.Heavy focus on characters making interesting decisions.Very little focus on numbers or stats going up and down.For fans of cinematic RPGs and narrative-focused story telling.It's a Powered by the Apocalypse (PbtA) hack with bits of Forged in the Dark (FitD) thrown in for good measure.A weird western TTRPG about cowboy monster hunters
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