Westerns seem weird to me. So much of the
mythologizing, the making of its iconic tales seemed to happen
concurrently with event. Grand Wild West tales came around even as the West was being “won.”
I suppose you could find other examples like the British Heroic Exploration myth or American Gangster romanticizing. But much of the Western got set down close to events themselves, gripped the imagination, and endured strongly. I can think of few other pseudo-historical
themes that have that power.
In RPGs we have a handful of these genres that come back
again and again. Samurai, Arthurian, Viking, and Roman fit the bill.
We’ve had multiple takes on these, complete with reskins and reframes (fantasy pastiches, space versions). They pop
up in RPG development across languages and eras. We have a few also-rans (Robin
Hood and Gangsters come to mind). I think a smarter person than I could drill
down and unpack the thematic connections between these five.
At Origins I did get to speak with a smarter person than I,
Evan Torner, on a related topic. Evan works in both German and Game studies,
not necessarily at the same time. I mentioned to him my surprise at the number
of Wild West RPGs in multiple editions which came out of Europe. I suggested they arose from Italian cinema and the Spaghetti Westerns. He said it went even
further back, that Germany had a massive appetite for the Wild West from the
early part of the 20TH Century. A good portion of the backbone of
Italian Western moviemaking came from German cinema veterans who’d shifted
there. I love learning about that kind of thing, the transmission of these
stories to places I didn’t expect.
Originally I hadn’t
planned on doing more with Wild West rpgs, but a few people asked me to
continue the series. Since I don’t usually get requests, I thought I ought to
oblige. So there it is.
I have a Patreon for this project. If you like it, consider
becoming a backer or resharing these lists to spread the word.
I focus on core books here or those that act as genre
sourcebooks for a larger game. I’m also only listing books with a physical
edition. I might include an electronic release if they’re notable and of
significant size. At the end you’ll see some miscellaneous entries, covering
borderline or similar cases. Some selections came down to a judgement call. I’m
sure I missed some releases. There’s a little overlap with the last list vis-a-
vis 2001. If you spot something Wild West which came out from 2001 to 2006,
leave a note in the comments.
1. Terra the Gunslinger
(2001)
A Japanese RPG from FarEast Amusement Research (F.E.A.R.). They’re
the company behind recent English-translated games Tenra Bansho Zero and Double Cross. Both of these games have levels of mechanics some would call rich, some would call opaque.
Wikipedia describes Tenra the Gunslinger as,
"...tak(ing) place in Terra, a fictional continent modeled after North
America during the American Old West. Its theme is frontier spirit. The setting
is fictitious, but actual historical Americans also appear as non-player
characters. They include Thomas Alva Edison, Nikola Tesla, Jesse James and
Belle Starr. There are guns and steampunk items representing lost technologies
(for example, phlogiston generators or aetheric drives). Players face monsters
called the Dark. Player characters may be automata, bounty hunters,
gunslingers, preachers, saloon girls, steam-mages, U.S. marshals and other
archetypes as they ride the transcontinental railroad on their way to the far
western frontier."
Terra the Gunslinger uses playing cards with a suit = abilities approach. F.E.A.R. later released Tenra War
which mashed up this setting with Tenra Bansho and a mecha game called Angel
Gear. Wikipedia also notes that “On a trip to Japan, noted game designer Greg
Stafford noted that he liked the look of Terra the Gunslinger.” That amuses me.
2. Dust Devils (2002)
My favorite Westerns hint at the death of the
genre itself: Unforgiven, Once Upon a Time in the West, The Wild Bunch. The
recent Red Dead Redemption, probably the most popular Wild West video game,
embraces this. Dust Devils simulates those stories. On the one hand it’s about
redemption, on the other it’s about growing old in a dangerous world. You start
strong in Dust Devils, but over time can decline and weakern You have
to choose how hard you’ll push that.
Like several other Western RPGs, Dust Devils uses playing
cards for resolution; the GM is (of course) "the Dealer." PCs have four
attributes Hand, Eye, Guts and Heart, each associated with a suit. In a
conflict everyone builds their best hand of cards dealt from a central
deck. A character's hand size comes mostly from relevant attributes. Conflict losses lead to attribute point losses. They can be
recovered between sessions, but in play losing costs you. It means having to
make hard choices about continuing to fight. Designer Matt Snyder released an
updated version of this in ’07 called Dust Devils Revenged. That includes
options to port the mechanics to other iconic twilight settings, like fallen samurai There’s a
great review and overview of the game here at The
Cardboard Republic.
3. Sidewinder Wild West Adventure (2002)
An early d20 Wild West game, but not the first.
That honor goes to Deadlands d20 released the year before. Sidewinder offers a solid overview of Western game elements and plenty of mechanics for those wanting crunch. The ’02 edition
uses straight d20 OGL. The following year the company released Sidewinder:
Recoiled. This shifted the game over to the d20 Modern rules and added almost
100 pages. I’m not a d20 aficionado, so I have a hard time telling what’s
novel here. At first I assumed they’d added Action Points, used for rerolls and powering some feats. But a check of the SRD shows that comes from there. Sidewinder follows the OGL with classes reflecting themes over specifics, so you can be a
Strong Hero, Fast Hero, Dedicated Hero or the like. That’s, as you might
imagine, supplemented by Advanced Classes like Pony Soldier and Tin Star.
Overall Sidewinder: Recoiled looks nice. Be aware the vast majority
of the book’s given over to mechanics. Of the almost 300 pages, ten cover
environmental hazards, thirty present animals, and five offer a slight sample scenario. Only the twenty page introduction actually examines Wild West themes and then very
generally. If you’re looking for a WW resource, this isn’t it. It has a good
mix of art, though some of it is the same Dover Wild West illustrations we’ll
see again and again in these games.
4. Cold Steel Reign (2003)
This first popped up on my Post-Apocalyptic lists. Here a small
company takes on the a supernaturally devastated Wild West, reaching into Deadlands'
territories with a new spin. In Cold Steel Reign a meteor strike during the American Civil War
sparks a cataclysmic shift. It rewrites the geography and tinges the whole
world with a "Western" frontier lifestyle. Despite that concrete
framing, Cold Steel Reign spins off to drag in a host of craziness:
demon-harboring constructs, Templars, and long-forgotten secret magics. I'd
assumed this was a straight alt-history, but the reviews make it clear it
dives fully into the kitchen sink.
Those reviews also suggest a clunky, crunchy system. Cold
Steel Reign has an abundance of mechanics which switch from sub-system
to sub-system. Add to that a host of editing problems. The game still has a FB
page, last updated in 2012. You can also find character creation tutorials on
YouTube. However Cold Steel Reign didn’t gain traction, with only the mammoth
Player's Guide and a GM screen released. That's too bad. It has an awesome title and hints more than a
little hint at Stephen King's Dark Tower series.
5. Fistful o' Zombies
(2003)
Eden throws its Stetson into the ring with this Wild West
supplement. Notably overseen by Shane Hensley (creator of Deadlands), we get
zombie Eastwood on the cover. There's a good chunk of general advice for running
All Flesh Must Be Eaten in a Western mode; just shy of 40 out 140 pages if you count some of the game
fiction. It’s a useful overview of the genre and shows Hensley’s expertise as
he focuses on issues which might hit the table.
The volume includes four new settings plus conversion notes
for Deadlands. "Singing Cowboys" offers a starkly black and white
take on the genre. Here all cowboys are effectively bards. The zombies break all those rules and there’s a secret story logic to it. The “True Grit” Deadworld riffs on John Wayne and is set in the late
1880s. Here the zombies come from Anasazi sorcery, pitting cowboys against (undead)
Indians. “Spaghetti with Meat,” of course, riff on the films of Sergio
Leone and his peers. The PCs are tough loners in a terrible world made slightly
worse by zombies running around. “Dances with Zombies” presents Sioux Indian heroes
against undead American Army troops.
I’ve often wondered
how many of these Deadworlds actually get run by groups and how many simply
serve as inspiration. If you’ve played AFMBE, have you played in a
particular one?
6. Link: West (2003)
Another one of my unproven rules is this: when many of the images I can find of your game’s cover have a discount sticker or show a pre-pub mock up, you may not have great game. Link: West offers a
modest d20 Wild West adaptation. Oddly I’ve found two different publisher
blurbs for the product. One mentions conventional d20, while the other indicates
the game’s based on Big Eyes, Small Mouth d20. Other places suggest its built on Silver Age Sentinels d20, which I thought was close but not the same
thing. A forum post by the publisher indicates it, “offers a bit of fantasy to
the Western genre.” I’m guessing that refers to the Shaman and Mystics
mentioned on the back cover. In any case, this game seems to have ridden off into
the sunset.
I’m slightly sorry I went for that joke.
7. 1887 -Sob o sol do Novo Mexico (2004)
A Brazilian RPG. It’s the Western setting book for the generic rpg, OPERA (aka Observadores Perdidos Em Realidades Alternativa). Apparently at this point no Wild West rpg had yet reached the Brazillian market, beyond an article in the local version of Dragon Magazine. The Google translation of the game blurb reads, “Western United States, between 1860 and 1890 a heroic era marked by adventure by shootings saloons, duels to the setting of the sun and conflicts between cowboys and owners of farms. People have a place to call home, sheriffs and delegates have someone to hold, the bad guys have something to steal, the gunmen can put your weapons available to those who pay better. And meanwhile the dry tufts roll through the streets of the cities showing a mix of solitude and aridity. With its setting located mainly in three fictitious cities of Albuquerque and Santa Fe, '1887 - Under the Sun of New Mexico' brings with adventures in the best Western style.”
The designer previously worked on a FUDGE adaptation, which influenced OPERA. 1887 apparently introduces new mechanics for character generation to the base game. The rules include some game fiction as well as scenarios for the setting. There’s a small review with an example character here. You can read more about the base system here.
8. Dogs in the Vineyard (2004)
I've never been sure how to pitch Dogs in the
Vineyard, except that it feels like it operates in an allegorical Western
space. Is there magic? Are the demons real? I suspect that's a decision the
group has to come to. DitV draws on Mormon history, but feels magical
realist. That's not the most helpful description. The PCs are protectors and enforcers, the Dogs of the title. They
travel from town to town acting providing stability and cleansing. The GM presents the players with a situation and they must come to an interpretation. From
that they must then reach a judgement as to how to deal with it.
But the basis and code the Dogs have to draw from is loose and subjective, meaning the
party may disagree how to read the situation.
The combination of religious enforcers trying to keep their
land pure and the "push your luck" mechanic of conflict make for a
striking game. More than many others, Dogs in the Vineyard evokes a feeling about
the place and time. It's also a game with GM rules that made me re-examine what I was prepping for the table.
If you’re interested in a niche, tough, alt-Western atmosphere game, check it
out. If you’re looking for something more conventional or specifically about
historical Mormonism in the West, you might not find it here.
9. Gunslingers: Wild West Action! (2004)
A supplement for Action! System. That was Gold
Rush Games second foray into generic systems after their work with Fuzion.
It's a flexible 3d6+Skill & Attribute vs. Target Number game. AS carries
over Interlock’s fascination with derived stats. The Gunslingers supplement has some basic
adaptation notes (like how to handle a Western’s “Code of Conduct”) and then fifteen
standard templates (Scout, Brave, Rustler) & how to customize those. It has
new skills as well as a decent equipment list. Most of the book covers add-ons to the basics and genre specific bits. So alcohol and hangovers take up two pages. Nicely adventures get a larger share in this game than many others. The
final third presents a version of Dodge City, two extended scenarios, and a
set of plot hooks. The only discussion of the “Western” as a whole comes in various appendices which present a bibliography, glossary, and discussion of a few
significant events (like the Homestead Act). That’s just shy of thirty pages,
so not bad.
10. OGL Wild West (2004)
Part of Mongoose’s large-volume OGL genre series (OGL
Horror, OGL Steammpunk). I expected to tumble through the usual over-stuffed d20 mechanics, but spotting Gareth Ryder-Hanrahan as the designer gave
me hope. There’s certainly more emphasis here on story, feel, and background. OGL: Wild West starts in the same place as other similar books, with
thematic classes. These have evocative illustrations but no genre or real world
examples. Occupations are called vocations here. The 21 presented seem
more detailed than in base d20 Modern, with choices and additional talent
trees. Action Points are called Luck here and seem to have a richer set of
options, including establishing and changing events (like Fate Points). I have
to note that Horses get their own feat set, a clever way of individuating
those.
Unlike other d20 Wild West games, OGL WW offers more tools for the
GM and more general resources. There’s a nice presentation of historical NPCs,
complete with plot hooks. There’s a short section on Western towns,
with example businesses and locations which would be awesome if expanded and
developed. The books wraps with ideas for running Westerns, handling classic
elements like gunfights, and a discussion of game-able history. It looks at Law
Enforcement, the Railroad, Mining and other issues. OGL: Wild West is more developed than
similar games, though I’m still left wanting more. OOH it’s a decent
resource for GMs and worth picking up, even if you’re not doing d20.
11. Spellslinger (2004)
A thin d20-based setting with wizards and wagon-trains.
Fantasy Flight's Horizon line reminds me of TSR's Amazing Engine and WEG's
Masterbook lines: attempts to make many settings to see which actually stuck.
Grimm's the only survivor from this line. Spellslinger combines classic fantasy
with the Western, with an emphasis on the fantasy side of things. It feels too
short, but at the same time I’m unsure if I’d dig a full-scale release. It has
the classic fantasy races overlaid with Western-y bits. The Western motifis offer more chrome than anything significant. Only about a quarter of the 64 page book
deals with the background and setting, and even that’s almost half bestiary. If
you’re interested in this concept, I’d recommend Owl Hoot Trail which more
smoothly integrates the two halves.
12. Aces & Eights (2005)
When the “Basic Game” of your system has a detailed
action point cost chart, two tables for combat modifiers, and a transparent hit
location overlay you make me seriously worried about what the “Advanced Game”
entails. Aces & Eights does just that, with a weird switch up. The first few pages of the game has you generate
a character with two stats: speed and accuracy, rolled with a d4. Then you roll
to see if you use a pistol or a rifle, your name, and your profession. Wow. Simple. Then suddenly a rogue chart pops up and your lying in the street in a puddle of mechanics…
But let me backtrack, because I actually
weirdly like this game despite it not being my bag mechanics-wise. The original
Aces & Eights from 2005 is a supplement- Showdown- for any Wild West RPG. It offers a
detailed gunfight engine with a shot clock and the aforementioned targeting silhouette.
I’m fond of this idea for many reasons. I remember other crazy overlay games
and supplements like Killer Crosshairs. As well I have fond memories of grade school me buying a copy of
Avalon Hill’s Gunslinger from Hobbyland in the mall. I desperately tried to make sense
of the rules. I knew it had to be awesome because the mechanics were so
dense.
I never actually played Gunslinger.
Anyway, we jump forward to ’07 when Kenzer & Co took the core element of Showdown to create the massive, massive tome that is Aces& Eights: Shattered Frontier. It took home the Origins Award for Best RPG and a
Silver ENnie that year. As involved as the Basic Game is, the Advanced Game is
meatier. Stats run from 1-25, you both roll and spend for these, and everything has
modifiers & effects. The skill list takes up two pages in ten point font. I had Rolemaster flash-backs throughout. You
have wounds and damage effects that make Living Steel look easy (well, maybe
not that bad). Still all of it's presented cleanly and clearly. If you want a
high complexity and detail-rich Western RPG, buy Aces & Eights.
But here’s the thing, all of those rules take up the first
140 or so pages of this 400 page book. Even if we take out another 60 pages for
the mechanical appendices, you still get about 200 pages of rich material It has a massive section on running campaigns, discussions of cattle drives, a chapter on gambling, and more. Beyond that Aces & Eights isn’t a purely historical
setting. Instead you have a few historical shifts resulting in splintered political entities such as Deseret, the Republic of Texas, and the CSA. I
dislike Successionist victory alt history, but YRMV. What you get is some
serious thinking and world building. That’s done in the interest of
adding more game-able material and interesting situations to the mix. Deadlands
offers the only other Western even coming close to this. Its still a wall of text to wade through, but it doesn't feel like someone's campaign world write-up. Bottom line, even if
you’re not interested in the system, Aces & Eights offers a useful
sourcebook to any Western GM.
13. Coyote Trail (2005)
Coyote Trail had a basic and then expanded release the same
year. It contains a complete and simple rpg system: roll below stat + skill on
2d6 to succeed. Penalty/bonus dice affect this. Characters pick a vocation
which gives them a handful of base skills to pick from plus a “Gimmick.”
Gimmicks give simple and colorful abilities. Coyote Trail's rules work also with PiG’s
Active Exploits Diceless Overall mechanic take up about a third of the 150
page book. Twenty-five pages detail the locations & people of Shady Gulch, a
sample city. About thirty pages cover Western stories and reference bits. Another
thirty or so look at “Indian Trails, ” describing tribes, treaties, and wars.
It’s much more attention than most Western games play. I’d be curious what a
Native American gamer thought of the section. It seems to offer a respectful
treatment and it’s certainly a resource these kinds of games badly need.
14. Gunslingersand Gamblers (2006)
This game has two editions- a core version using Poker Dice
for resolution (clever!) and a “Streamline” version using percentiles. Rather
than a historical West, Gunslingers & Gamblers focuses on a cinematic universe from classic
Hollywood and Spaghetti Westerns. In the standard system, players roll five
dice with skills and traits allowing rerolls and additional dice. Players try
to reach the minimum hand established by the GM. It’s a fairly simple system. I
like the detail that tied rolls in combat “suppress” the defender, making them
spend the next round checking to make sure they weren’t actually hit. The book
contains some GM support and background material including a quick settlement
generators and a sample community. It’s a small book, coming in at less than
100 pages with public domain art. The company supported it with several small
supplements, still available on DriveThru. However their website is down,
suggesting that we won’t be seeing more in this line.
15. Serenity (2006)
I think we can agree that Firefly's pretty much a Western in
space? It has some other trappings, but it plays with and reflects those
conventions. That's been a classic trope in sci-fi for years, and its even
popped up as a theme in many Traveller supplements (especially on the
frontiers). But we hadn't seen a full rpg embrace that until Serenity
arrived. I imagine if I broadened my scope I could spot some other loosely Wild
West-y sci-fi supplements. In any case the original Serenity RPG used an early
version of Cortex that you either loved or hated. Margaret Weiss released
several nice supplements before losing the license…and then regaining it as
Firefly in 2014.
This period saw several new takes on and editions of Deadlands.
In 2001 Steve Jackson Games released GURPS Deadlands, which they supported with
a couple of small supplements. Two years later, Deadlands: Savage West arrived,
bringing the game up into the new Savage Worlds system. Another two years later
would see the release of the updated and expanded Deadlands: Reloaded. WotC’s
d20 Past (2005)has material on Wild West gaming, but that’s only a portion of it. Two
electronic-only products are worth noting. Vs Outlaws (2006) is a mini-rpg
built on the vs. Monsters system. The Fifth Wheel (2006) is a Western fantasy
game aimed at one-shots where you play the law. Its about a hundred pages and
you can find it on DriveThru bundled with its supplement, Frontier Edge. Finally
I have to note that I left off two important Western supplements from my last
list: Rifts New West and Spirit West.
History of Wild West RPGs: First Fifteen
History of Wild West RPGs: First Fifteen
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