DriveThruRPG.com
Browse Categories
$ to $















Back
pixel_trans.gif
Other comments left for this publisher:
You must be logged in to rate this
pixel_trans.gif
Weird West Roleplaying Game Basic Rulebook
by Cody C. [Verified Purchaser] Date Added: 05/06/2011 08:46:59

One of my favorite subgenres of roleplaying games is the "Weird West" subgenre. Something about the idea of having a game set in the Wild West, but having magic-users and monsters running around really appeals to me. so, I shouldn't have to explain my reasoning for picking up the Weird West Roleplaying Game from Robertson Games.

The first thing you will notice is that the PDF for Weird West is very slim, presenting only the system and is strait to the point. You won't be getting a premade setting with this book, just the rules. While some would see this a problem, I really don't. I actually kind of like it because it allows for the GM to drop in whatever setting they want and allows both the GM and the players to better grasp the rules.

Characters in Weird West have 4 attributes that define their natural abilities. The four attributes are Fighting, Grit, Magic, and Skill. The players allocate 4 points between their attributes to create their character, with at least one point in Grit. I rather like this because I like some simplicity in some of my roleplaying games.

After that, a player than chooses a "path", which is somewhat like a class. the paths are Adventurer, Gifted, Fighter, and Magician. Each path allows a player to advance one or two of their attributes (like the Adventurer advancing Fighting and Skill every 2 levels). Again, I rather like the simplicity presented in the paths with more of a focus on roleplaying over mechanics.

Characters also have a number of magic spells and weird abilities. Examples of some of them are Electromancy, Fastest Gun in the West, and Shaolin Monk. There aren't a lot of weird abilities presented, but it should be rather easy for a GM to create some more to fit his specific campaign setting.

The game uses two different mechanics for combat and task resolution. In combat, you roll a d20 and consult a chart to see if you hit or miss. For task resolution, you use a d6 and try to beat a challenge rating set by the GM. While the mechanics aren't that complicated, I wonder why combat and task resolution couldn't have a similar mechanic instead of two different ones. This seems to add a bit of unnecessary complexity to an otherwise rules-light game.

While I'm not a fan of the two different mechanics for combat and task resolution, I like the the rest of the game. Would this rival a game like Deadlands? Not really, but it's still a nice little game. Also, since it is only costs $1 at Drive Thru RPG. Because of how cheap it is, I would recommend it.



Rating:
[4 of 5 Stars!]
Weird West Roleplaying Game Basic Rulebook
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Weird West Roleplaying Game Basic Rulebook
by Billiam B. [Featured Reviewer] Date Added: 05/05/2011 18:20:28

A tiny rulebook. Wonderfully simple and succinct. Uses poly dice. The setting implies Wild West meets lord knows what (Plate mail is listed?!) - could easily be used for all sorts of pulp settings. I'm suddenly thinking of Space 1889, steampunk, Rifts Cthulhu. With rules this simple, the gates of the imagination are bust wide open for some serious role-playing, or alternatively a string of fast play encounters?

I suspect the author may have something more planned, this feels like a "taster". Well worth the dollar - a shiny silver dollar. The potential is huge. (Ignore this comment if the Robertson Games range is well stocked when you read this)

Nice touch: printable micro-book with instructions. Reminds me of novelty small boxed Steve Jackson games from the late 80s.

Cool cover as well. ;) Go, on. You know you're curious. ;)

Billiam B. (Purchased copy) Adventures & Shopping http://bit.ly/rpgblog



Rating:
[5 of 5 Stars!]
pixel_trans.gif
Weird West Roleplaying Game Basic Rulebook
by joe s. [Verified Purchaser] Date Added: 05/03/2011 03:39:39

Summary: A fist full of rules

Observations: Now I have to confess. I love the idea of cross-over games, and the Wild West, itself being a cross-over of Japanese samurai and American rugged individualism, is always a good source for a mash up. I’ve set explosive kung fu games in the Wild West, zombies in the Wild West, steam-punk in the Wild West, and the list goes on!

So you can imagine my excitement to see this product. A weird, messed up Wild West game. For a dollar? I jumped on it like a hungry cowpoke on a plate of beans.

What I got for my dollar was not what I was expecting, but certainly what I deserved.

Weird West is a slimmed down rule set – just eight pages in total, plus files to print and fold up a tiny ‘pocket book’ of the game. At first I said to myself, “What the darnation is this?” But on a closer inspection, its rules – while ultra light – make good sense and I suspect will keep a game running quickly. This is a game to share with friends and beer. Or whiskey. Or beer and whiskey. It’s one of those fly by the seat of your pants games that can be awesome fun with the right buddies. It certainly ain’t no Dead Lands picnic, but it’ll do the job, thank you partner.

What I hope to see now is some more ideas for world settings. Let’s have some detailed descriptions of mechanized monsters, aliens, wooden Indian clockwork cyborgs, elder ones, dinosaurs, etc. And for that I’d be happy to pay another dollar. Maybe two.

Joe Sweeney, Storyweaver



Rating:
[4 of 5 Stars!]
pixel_trans.gif
Displaying 31 to 33 (of 33 reviews) Result Pages: [<< Prev]   1  2  3 
pixel_trans.gif
0 items
 Hottest Titles
 Gift Certificates