WESTERN HORROR
It all started with a preparation for a one-shot session in my gaming group's favorite DeadLands setting. Unfortunately, after playing a lot of PBTA games, I found it nearly impossible to switch back. Having done my research, I was not able to find Pbta in the western genre, and I wanted a system designed specifically for one-shot games or short campaigns - with high risks, madness and DeadLands flavor.
In the end, I used the work of Horror Movie World and other Pbta's and after 9 months (what a symbolism!) of testing and tuning the system turned out quite playable. Not without its flaws of course:
♠ Like any Pbta it is genre specific, and you are unlikely to be able to rebuild it easily.
♠ There's no help in the book for creating backstory, atmosphere or historical facts - but it's entirely possible to use all the DeadLands' work or come up with everything yourself.
♠ The book is very minimalistic, I purposely tried to fit everything into 25 pages of text, so you will need experience in other pbta, as there are very few examples and explanations for the Master.
♠ Each character has a limited number of Moves, however you can easily combine them to create a character for one session who is focused on the primary goal - playing a mystical horror game.
The game version 0.76 is an open beta test - PWYW the price of coffee, but perhaps this will allow the project to survive the horror of production.
For the final version of the game, a professional editor is needed, my understanding of the text is complicated by dyslexia, and checking it turns into torment. Unfortunately, this requires financial investments. I hope that typos will not prevent you from enjoying the game, and the funds collected will allow me to bring the project to the final.
By the final release, I would like to:
♦ hire an editor so that there are no problems with the text;
♦ touch on 5 more popular Archetypes of the wild west. Hopefully including those suggested by the testers;
♦ make a decent section for the masters with examples;
♦ improve the design of archetypes;
♦ polish the moves in favor of unique mechanics, moving away from "+/- forward".
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