Geoff wrote:
> As for Knuckleduster, don't they mainly make
> solo-type adventures?
You are correct, but they have a nifty compendium of unique
sidearms and carbines and such. It's geared for FUDGE and
Deadlands but has good stuff.
I had picked it up to run a modified Boothill game, that has yet to
take off. No one in my groups wants to play a western oustide of
Deadlands. They all want to play a Forgotten Realms campaign.
:(
Bobby
As I understand it, you can say "Using the point buy method as detailed in
the Source Document (Players Handbook- Core Rule Book 1) purchase ability
scores using 28 points."
Neil Ikerd
----Original Message Follows----
From: "Geoff Spakes" <geoff@...>
Reply-To: d20WildWest@yahoogroups.com
To: <d20WildWest@yahoogroups.com>
Subject: Re: [d20WildWest] Character Creation
Date: Wed, 20 Jun 2001 21:28:10 -0600
Well, I'm not 100% sure what the OGL will allow us to say about character
creation, but my thought is a point buy with 28 to 30 points. More than
likely Dexterity and Constitution will the two most important abilities.
Gotta get those rounds off fast and be able to shrug em' off.
Geoff
www.crosswalkpress.com
...d20 by the average gamer...
...come see Desperado at www.citizengames.com
----- Original Message -----
> OK- question here. What method of character creation is going to be
> considered standard. 4d6 drop lowest, point buy (32, 28, or 25), Star
Wars
> (point buy 25 +1 to one attribute at 2nd level). I ask because I think
that
> dex is going to play a much more important role than strength in this
game,
> and therefore characters will need fewer "high" scores and thus it will
be
> easier to get really high dex and hose strength. In my opinion, the
> starwars method or a 28 point buy would probably be best.
_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com
This hasn't been discussed yet, so you aren't re-treading old ground. That's
a good thought to reflect the "kick" of a gun. There will also be a mechanic
in place that possibly let's the "loser" of a show-down get off a shot even
if he takes a killing slug.
Hmmm, the above might not make too much sense...but I'm a tad groggy...if it
doesn't just let me know and I'll try to re-explain tomorrow.
Geoff
www.crosswalkpress.com
...d20 by the average gamer...
...come see Desperado at www.citizengames.com
----- Original Message -----
> I was considering what Brad and you and I were talking about - how at
> higher levels combat could be mostly an exercise in who gets initiative
> and guns every opponent down. Perhaps a mechanism that could be used for
> this is kick. Perhaps all firearms have a kick associated with them that
> applies every time you fire it more than once a round, and builds on
> itself. So, If I'm firing my revolver at +11/+6/+1 and there's a kick of
> -2, I'll be firing at +11/+4/-3.
Well, I'm not 100% sure what the OGL will allow us to say about character
creation, but my thought is a point buy with 28 to 30 points. More than
likely Dexterity and Constitution will the two most important abilities.
Gotta get those rounds off fast and be able to shrug em' off.
Geoff
www.crosswalkpress.com
...d20 by the average gamer...
...come see Desperado at www.citizengames.com
----- Original Message -----
> OK- question here. What method of character creation is going to be
> considered standard. 4d6 drop lowest, point buy (32, 28, or 25), Star
Wars
> (point buy 25 +1 to one attribute at 2nd level). I ask because I think
that
> dex is going to play a much more important role than strength in this
game,
> and therefore characters will need fewer "high" scores and thus it will be
> easier to get really high dex and hose strength. In my opinion, the
> starwars method or a 28 point buy would probably be best.
I've downloaded the Desperados: Wanted Dead or Alive demo, but haven't had a
chance to check it out yet. As for Knuckleduster, don't they mainly make
solo-type adventures?
Geoff
www.crosswalkpress.com
...d20 by the average gamer...
...come see Desperado at www.citizengames.com
----- Original Message -----
> Thanks for the invite to the list.
>
> And Hey y'all!
>
> Looks good but as with most list, people like me have make their own lil'
suggestions.
>
> Infrogames has a pretty spiffy western game that is out. Here's the link
and the name, oddly enough, is Desperado's.
>
> http://www.desperados-game.com/
>
> Also the Knuckleduster book, which I can't think of the name right off
hand and (of course) don't have it in front of me is a great source for guns
in the 1800's.
>
> www.knuckleduster.com
Good link...wish they'd put that sucker out already. One good thing,
Silverado has been playing on cable frequently this month. I also just
noticed we get the commercial-free Westerns channel on our DirecTV dish.
Gonna be checkin' that out. Also from looking at the Texas Rangers link,
looks like American Outlaws, a movie based on the life of Jesse James, is
supposed to be out this summer.
http://www.upcomingmovies.com/jessejames.html
Geoff
www.crosswalkpress.com
...d20 by the average gamer...
...come see Desperado at www.citizengames.com
----- Original Message -----
> Here's some pretty good info on the film:
>
> http://www.upcomingmovies.com/texasrangers.html
--- In d20WildWest@y..., "Rob Stone" <stoney@c...> wrote:
> Anyone else notice that just about everyone on the list is 30
> something???
>
I'm 26. The reason is probably that there haven't been many westerns
recently.
Here's some pretty good info on the film:
http://www.upcomingmovies.com/texasrangers.html
------------------------------------------------
On Wed, 20 Jun, "Geoff Spakes" <geoff@...> wrote:
> I won't even comment on Rob's mention of Shanghai Noon...geez.
>
> Supposedly there's one called 'Texas Rangers' that is ready to go starring
> Dylan McDermont (the dude from The Practice) that the release is being held
> up by the studio. I don't know much about it, just read tidbits in
> Entertainment Weekly a while back.
>
> Geoff
> www.crosswalkpress.com
> ...d20 by the average gamer...
> ...come see Desperado at www.citizengames.com
>
> ----- Original Message -----
> > That's because there haven't been any good westerns in years to spark the
> > imagination. Last western to come out was the Quick and the Dead, before
> > that was Maverick. Good movies, but not particularly inspiring.
>
>
>
> To unsubscribe from this group, send an email to:
> d20WildWest-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
I won't even comment on Rob's mention of Shanghai Noon...geez.
Supposedly there's one called 'Texas Rangers' that is ready to go starring
Dylan McDermont (the dude from The Practice) that the release is being held
up by the studio. I don't know much about it, just read tidbits in
Entertainment Weekly a while back.
Geoff
www.crosswalkpress.com
...d20 by the average gamer...
...come see Desperado at www.citizengames.com
----- Original Message -----
> That's because there haven't been any good westerns in years to spark the
> imagination. Last western to come out was the Quick and the Dead, before
> that was Maverick. Good movies, but not particularly inspiring.
What about SHANGHAI NOON???
(ducks for cover)
------------------------------------------------
On Wed, 20 Jun, "Neil Ikerd" <eldrwyrm@...> wrote:
> That's because there haven't been any good westerns in years to spark the
> imagination. Last western to come out was the Quick and the Dead, before
> that was Maverick. Good movies, but not particularly inspiring.
>
> Neil
>
>
> ----Original Message Follows----
> From: "Rob Stone" <stoney@...>
> Reply-To: d20WildWest@yahoogroups.com
> To: d20WildWest@yahoogroups.com
> Subject: [d20WildWest] Demographics
> Date: Wed, 20 Jun 2001 22:40:27 -0000
>
> Anyone else notice that just about everyone on the list is 30
> something???
>
> Interesting demographics for marketing the game......
>
> Rob
>
>
> _________________________________________________________________
> Get your FREE download of MSN Explorer at http://explorer.msn.com
>
>
> To unsubscribe from this group, send an email to:
> d20WildWest-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
That's because there haven't been any good westerns in years to spark the
imagination. Last western to come out was the Quick and the Dead, before
that was Maverick. Good movies, but not particularly inspiring.
Neil
----Original Message Follows----
From: "Rob Stone" <stoney@...>
Reply-To: d20WildWest@yahoogroups.com
To: d20WildWest@yahoogroups.com
Subject: [d20WildWest] Demographics
Date: Wed, 20 Jun 2001 22:40:27 -0000
Anyone else notice that just about everyone on the list is 30
something???
Interesting demographics for marketing the game......
Rob
_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com
FYI
Knuckleduster stuff can be purchased at:
http://www.wizards-attic.com
Or ordered from your local game store......
Rob
------------------------------------------------
On Wed, 20 Jun, Bobby Jennings <bobbylo@...> wrote:
> Thanks for the invite to the list.
>
> And Hey y'all!
>
> Looks good but as with most list, people like me have make their own lil'
suggestions.
>
> Infrogames has a pretty spiffy western game that is out. Here's the link and
the name, oddly enough, is Desperado's.
>
> http://www.desperados-game.com/
>
> Also the Knuckleduster book, which I can't think of the name right off hand
and (of course) don't have it in front of me is a great source for guns in the
1800's.
>
> www.knuckleduster.com
>
> That's about it.
>
> Later y'all!
>
> Bobby
>
>
>
> To unsubscribe from this group, send an email to:
> d20WildWest-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
Thanks for the invite to the list.
And Hey y'all!
Looks good but as with most list, people like me have make their own lil'
suggestions.
Infrogames has a pretty spiffy western game that is out. Here's the link and the
name, oddly enough, is Desperado's.
http://www.desperados-game.com/
Also the Knuckleduster book, which I can't think of the name right off hand and
(of course) don't have it in front of me is a great source for guns in the
1800's.
www.knuckleduster.com
That's about it.
Later y'all!
Bobby
OK- question here. What method of character creation is going to be
considered standard. 4d6 drop lowest, point buy (32, 28, or 25), Star Wars
(point buy 25 +1 to one attribute at 2nd level). I ask because I think that
dex is going to play a much more important role than strength in this game,
and therefore characters will need fewer "high" scores and thus it will be
easier to get really high dex and hose strength. In my opinion, the
starwars method or a 28 point buy would probably be best.
Neil
_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com
Lotta stuff there...the weapons are sorted out very similar to what you have
shown...a few differences though. As of now, the monk (or a version of it)
will not be included...again though, something may be done in the future.
Possibly just a download to introduce the character to the west.
Geoff
www.crosswalkpress.com
...d20 by the average gamer...
...come see Desperado at www.citizengames.com
----- Original Message -----
> Not knowing what has and has not been defined I will throw out some ideas
> here.
> Weapons should be grouped into classifications by type based on training
and
> culture.
>
> Simple:
> Clubs
> Saps
> Knife
>
> Pistols
>
> Rifles
>
> Martial:
> Scatterguns (shotguns)
> Sabre
> Bayonet
>
> Exotic:
> High Speed Repeaters (gatling gun)
> Cannons
> Blackpowder Muzzleloaders
> Lasso
> meele weapons (pretty much and martial weapon from the PHB)
>
> Something else I just thought of- is the monk class going to be ported
over.
> I would think that if this system is going to use a "Hollywood Wild
West"
> that the old TV series Kung-Fu could be an element of the system.
Geoff,
I was considering what Brad and you and I were talking about - how at
higher levels combat could be mostly an exercise in who gets initiative
and guns every opponent down. Perhaps a mechanism that could be used for
this is kick. Perhaps all firearms have a kick associated with them that
applies every time you fire it more than once a round, and builds on
itself. So, If I'm firing my revolver at +11/+6/+1 and there's a kick of
-2, I'll be firing at +11/+4/-3.
Just a thought...
BTW, I haven't had a chance to catch up, so forgive me if this has been
discussed.
-m
----------------------------------------------------------------------------
"Would that a man could fall into a woman's arms without falling into her
hands."
This is a rough draft I came up with for firearms when I created my playtest doc., none of which has been tested yet:
Derringer, Single shot (light, simple) damage 1d4/x2 10'RI
Revolver, DA (Sm, Simple) damage 1d8/x3 45 feet range increment, 6 round capacity
Revolver, Fast Draw (sm, martial) damage 1d8/x3 45' RI (most have both hands in order to use.)
Rifle, DA (med, martial) damage 1d10/x3 100' RI, 5 shot
Shotgun, double barrel (med, martial) damage 1d6 1st RI, 1d8/x2 2nd RI, 1d4 beyond that, 20'RI, Use the cone rules for scatter effect, PHB page 149 under "cone" The second barrel can be fired in the same round after the first with a -2 penalty. If both barrels are fired, any penalties to STR must also be included in the attack roll due to kick back.
Loading most guns are a full round action, unless the quick reload feat is taken.
Misfires and Jams: Depending upon the quality of ammunition, if a 1 is rolled on the attack, a possiblity of a misfire or jam "threats," for lack of a better word. Percentile dice are roll against the following chart:
01-60% No mishap
61-90% Weapon jam. To clear the jam would take a full round action. A character with the Quick Reload feat, can make a successful reflex save to clear the jam as a standard action.
91-100% Weapon misfire. The gun explodes and is no longer usable. The wielder of the misfired gun is stunned like stunning fist and receives damage as follows: handguns 1d6, long guns 1d8
------------------------
The reason I chose to list a double action revolver a simple is because of it's common place, as opposed to the fast draw revolver as martial because it usually had no trigger. After thinking about it maybe shotguns and rifles need to be in another catagory like "Longarms" instead of martial cause even though they are common place they require a minimal skill to use BUT the user must have some knowledge to use effectively.
----Original Message Follows----
From: "Geoff Spakes" <geoff@...>
The classes have pretty much been set, they are now the Brave, Cowboy,
Maverick, Prospector, Scout and Wrangler. The Soldier has been shifted to an
NPC Class, the Mountain Man has been split into the Prospector with the
hunting type skills shifting over to the Scout. Class abilities are
currently in a stage of re-write, hopefully for the last time. I have gotten
some good feedback from my current gaming group on the initial pass. Any
class abilities you can think of...just shout 'em out...anyone can bring a
new perspective into things.
------------
Not knowing what has and has not been defined I will throw out some ideas
here.
Weapons should be grouped into classifications by type based on training and
culture.
Simple:
Clubs
Saps
Knife
Pistols
Rifles
Martial:
Scatterguns (shotguns)
Sabre
Bayonet
Exotic:
High Speed Repeaters (gatling gun)
Cannons
Blackpowder Muzzleloaders
Lasso
meele weapons (pretty much and martial weapon from the PHB)
Native Culture:
Bow
Hand axe
short spear
Braves get Native Culture Weapons and Simple Weapons as a class ability.
For all other classes, Native Culture weapons have to be taken individually
as Feats. Assuming an 1880's era campaign, Braves also get Rifles. Cowboys
and Wranglers get Exotic Weapon: Lasso as a class skill. All classes other
than Brave get Simple, Pistol, and Rifle proficiency. If a soldier class is
created they would also get Martial Weapons as a class skill. Exotic and
Native Culture weapons have to be taken individually (just like D&D).
The reason melee weapons and bows become classified as Exotic Weapons is
that with the advent of the multi-round fire-arm, these items fell into
disuse.
Something else I just thought of- is the monk class going to be ported over.
I would think that if this system is going to use a "Hollywood Wild West"
that the old TV series Kung-Fu could be an element of the system.
That's all for tonight, I think.
Neil
_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com
Hey you low down dirty varmit...glad you could join us in the back of the
saloon. For those that care, Mike is a part of my local gaming group.
Also, for those newer to the list, you may want to catch up with the posts
on the Yahoo group homepage.
Geoff
www.crosswalkpress.com
...d20 by the average gamer...
...come see Desperado at www.citizengames.com
----- Original Message -----
> Lookit this here list and give yer opinuns on Desperado...
>
> Forward out any major changes you make, Geoff.
Lookit this here list and give yer opinuns on Desperado...
Forward out any major changes you make, Geoff.
----------------------------------------------------------------------------
"Would that a man could fall into a woman's arms without falling into her
hands."
How much of the rules have been defined...boy, that's a bit of a two edged
sword...or should that be a double barreled shotgun!? Most of the stuff is
in some stage of being written out and some of it is still in my head...I
still have new thoughts pop into my mind when I'm trying to go to sleep at
night.
The classes have pretty much been set, they are now the Brave, Cowboy,
Maverick, Prospector, Scout and Wrangler. The Soldier has been shifted to a
NPC Class, the Mountain Man has been split into the Prospector with the
hunting type skills shifting over to the Scout. Class abilities are
currently in a stage of re-write, hopefully for the last time. I have gotten
some good feedback from my current gaming group on the initial pass. Any
class abilities you can think of...just shout 'em out...anyone can bring a
new perspective into things.
Right now there are 10 or so new skills as well as 20-something new feats
layed out. Most of the mechanics for these have also been worked out. I'm
contemplating on how to do firearm proficiencies, but these will probably be
broken down into simple, martial and exotic firearms. I've also corresponded
with Mat Staroscik at Privateer Press and will be working some semblance of
their reloading sequence into the mix. A Body & Vigor system is replacing
the standard d20 Hit Points...this can currently be found at the Crosswalk
Press site...link below.
Right now I'm working on getting a good portion of this into order for the
release of the Desperado Primer Pack. This will include character classes up
to 10th level as well as some of the skills and feats. And if possible, a
short adventure...although that may come a bit later.
Whew...kind of long winded there, but to boil the answer to your question
down to one quick answer, no, most of the stuff is not set in stone and any
suggestions or ideas will be considered. That's one of the reasons behind
this list.
Geoff
www.crosswalkpress.com
...d20 by the average gamer...
...come see Desperado at www.citizengames.com
----- Original Message -----
> How much of the player rules have been defined? I noticed looking at the
> character sheets that you have defined base classes and prestige classes
as
> well as some new skills. What about new Feats? Class abilities, weapon
> proficiencies, etc. I am curious because I had discussed some ideas with a
> guy named William Smith several months back (some of his ideas can be seen
> at http://www.rpghost.com/3eHall/playtest1.html) and would be interested
in
> discussing some further options if it is not yet set in stone.
>
> I agree that if you're going to use a "real world" setting that magic
should
> be low key. As far as a base setting I would say Dodge City would be a
very
> good choice, Tombstone a second choice, and Denver maybe as a third choice
> (I wonder what caused me to choose that?).
Actually....if I'm not mistaken....William is a member of this list.....or at
least he was invited....
William.....you out there???
Rob
------------------------------------------------
On Tue, 19 Jun, "Neil Ikerd" <eldrwyrm@...> wrote:
> How much of the player rules have been defined? I noticed looking at the
> character sheets that you have defined base classes and prestige classes as
> well as some new skills. What about new Feats? Class abilities, weapon
> proficiencies, etc. I am curious because I had discussed some ideas with a
> guy named William Smith several months back (some of his ideas can be seen
> at http://www.rpghost.com/3eHall/playtest1.html) and would be interested in
> discussing some further options if it is not yet set in stone.
>
> I agree that if you're going to use a "real world" setting that magic should
> be low key. As far as a base setting I would say Dodge City would be a very
> good choice, Tombstone a second choice, and Denver maybe as a third choice
> (I wonder what caused me to choose that?).
>
> Neil
>
>
> ----Original Message Follows----
> From: "Geoff Spakes" <geoff@...>
> Reply-To: d20WildWest@yahoogroups.com
> To: <d20WildWest@yahoogroups.com>
> Subject: Re: [d20WildWest] Jumping Right In here
> Date: Tue, 19 Jun 2001 15:09:24 -0600
>
> Neil, I see from your Yahoo profile that you are in Aurora, just a hop, skip
> and a jump from me in Erie...hmmmm, do I see some playtesting in the future?
>
> Anyway, on to your questions. Desperado will be set in the "real" world, but
> modeled after cinematic westerns such as Silverado and Young Guns. We are
> currently hashing around ideas for an initial setting, whether this will be
> a location such as Dodge City or Tombstone or a fictional one isn't known
> yet...any suggestions? As for magic, right now it will not be a part of
> Desperado but may be in the future. If and when shamanistic magic rears its
> head in the setting, it will definately be low key.
>
> Geoff
> www.crosswalkpress.com
> ...d20 by the average gamer...
> ...come see Desperado at www.citizengames.com
>
> ----- Original Message -----
> > OK, lets jump right into the big issues.
> >
> > Is the system set in the real world or is it set in an alternate
> > world with some tweakings?
> >
> > Are there any plans to do a spirit based magic system that could be
> > used for Indian Shamen? Would such a project be entertained if it is
> > not currently planned?
>
>
>
> _________________________________________________________________
> Get your FREE download of MSN Explorer at http://explorer.msn.com
>
>
> To unsubscribe from this group, send an email to:
> d20WildWest-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
How much of the player rules have been defined? I noticed looking at the
character sheets that you have defined base classes and prestige classes as
well as some new skills. What about new Feats? Class abilities, weapon
proficiencies, etc. I am curious because I had discussed some ideas with a
guy named William Smith several months back (some of his ideas can be seen
at http://www.rpghost.com/3eHall/playtest1.html) and would be interested in
discussing some further options if it is not yet set in stone.
I agree that if you're going to use a "real world" setting that magic should
be low key. As far as a base setting I would say Dodge City would be a very
good choice, Tombstone a second choice, and Denver maybe as a third choice
(I wonder what caused me to choose that?).
Neil
----Original Message Follows----
From: "Geoff Spakes" <geoff@...>
Reply-To: d20WildWest@yahoogroups.com
To: <d20WildWest@yahoogroups.com>
Subject: Re: [d20WildWest] Jumping Right In here
Date: Tue, 19 Jun 2001 15:09:24 -0600
Neil, I see from your Yahoo profile that you are in Aurora, just a hop, skip
and a jump from me in Erie...hmmmm, do I see some playtesting in the future?
Anyway, on to your questions. Desperado will be set in the "real" world, but
modeled after cinematic westerns such as Silverado and Young Guns. We are
currently hashing around ideas for an initial setting, whether this will be
a location such as Dodge City or Tombstone or a fictional one isn't known
yet...any suggestions? As for magic, right now it will not be a part of
Desperado but may be in the future. If and when shamanistic magic rears its
head in the setting, it will definately be low key.
Geoff
www.crosswalkpress.com
...d20 by the average gamer...
...come see Desperado at www.citizengames.com
----- Original Message -----
> OK, lets jump right into the big issues.
>
> Is the system set in the real world or is it set in an alternate
> world with some tweakings?
>
> Are there any plans to do a spirit based magic system that could be
> used for Indian Shamen? Would such a project be entertained if it is
> not currently planned?
_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com
Geoff,
That could be a distinct possibility. Probably more likely after labor day
though.
Just out of curiosity, do you come down to Denver for the gaming
conventions?
Neil
----Original Message Follows----
From: "Geoff Spakes" <geoff@...>
Neil, I see from your Yahoo profile that you are in Aurora, just a hop, skip
and a jump from me in Erie...hmmmm, do I see some playtesting in the future?
_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com
What Rob says is correct, if done in a low-key manner, it could mesh nicely.
But what we don't want to do is rehash what is being done with Deadlands.
More of a gritty feel where one bullet could mean your life. Now a future
supplement if warranted and wanted...I could see that woven into the
setting.
Geoff
www.crosswalkpress.com
...d20 by the average gamer...
...come see Desperado at www.citizengames.com
----- Original Message -----
> I don't know what Geoff's thoughts are on this. My take on it is:
>
> Very limited shaman skills would work in a realistic Wild West setting if
you limited it to healing (through herbs and plants) and the ability to
"Dream With Both Eyes Open" as indians called the hallucinogenic state they
are in after ingesting peyote or mushrooms. During this state they would
have limited psychic abilities (for example the ability to see into the
future....but with limited details).
Neil, I see from your Yahoo profile that you are in Aurora, just a hop, skip
and a jump from me in Erie...hmmmm, do I see some playtesting in the future?
Anyway, on to your questions. Desperado will be set in the "real" world, but
modeled after cinematic westerns such as Silverado and Young Guns. We are
currently hashing around ideas for an initial setting, whether this will be
a location such as Dodge City or Tombstone or a fictional one isn't known
yet...any suggestions? As for magic, right now it will not be a part of
Desperado but may be in the future. If and when shamanistic magic rears its
head in the setting, it will definately be low key.
Geoff
www.crosswalkpress.com
...d20 by the average gamer...
...come see Desperado at www.citizengames.com
----- Original Message -----
> OK, lets jump right into the big issues.
>
> Is the system set in the real world or is it set in an alternate
> world with some tweakings?
>
> Are there any plans to do a spirit based magic system that could be
> used for Indian Shamen? Would such a project be entertained if it is
> not currently planned?
Neil,
I don't know what Geoff's thoughts are on this. My take on it is:
Very limited shaman skills would work in a realistic Wild West setting if you
limited it to healing (through herbs and plants) and the ability to "Dream With
Both Eyes Open" as indians called the hallucinogenic state they are in after
ingesting peyote or mushrooms. During this state they would have limited psychic
abilities (for example the ability to see into the future....but with limited
details).
I can see it working on a limited basis.
Regards,
Rob Stone
------------------------------------------------
On Tue, 19 Jun, "Neil" <eldrwyrm@...> wrote:
> OK, lets jump right into the big issues.
>
> Is the system set in the real world or is it set in an alternate
> world with some tweakings?
>
> Are there any plans to do a spirit based magic system that could be
> used for Indian Shamen? Would such a project be entertained if it is
> not currently planned?
>
> Neil Ikerd
>
>
> To unsubscribe from this group, send an email to:
> d20WildWest-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
OK, lets jump right into the big issues.
Is the system set in the real world or is it set in an alternate
world with some tweakings?
Are there any plans to do a spirit based magic system that could be
used for Indian Shamen? Would such a project be entertained if it is
not currently planned?
Neil Ikerd