Is there a set of western/cowboy/old west rules in the powered by the apocalypse rules set that anyone might know…

Is there a set of western/cowboy/old west rules in the powered by the apocalypse rules set that anyone might know…

Is there a set of western/cowboy/old west rules in the powered by the apocalypse rules set that anyone might know about? I would love to combine fantasy and western classes, mix and match. But not Deadlands- which has a very specific tone.

18 thoughts on “Is there a set of western/cowboy/old west rules in the powered by the apocalypse rules set that anyone might know…”

  1. I remember I saw nice western Playbooks (and Crew sheet) in a free PDF for Blades in the Dark. It’s pretty someway similar to AW, so if you have it you could search for it in the BitD G+ community.

  2. I saw a picture of one on Twitter the other day that is in playtesting. I don’t remember whose it is or what it’s name was, but I did see a “Fighting Moves” sheet, some 6-sided dice, and some poker cards in the picture.

  3. Hey, y’all, thanks for the links. Let me ask this: Is there a multi-genre-generic PbtA rules setting? Sorta the GURPS of PbtA? I scanned over the list that Dan Brown provided, didn’t really see one.

  4. I would argue that a generic PbtA system is not ideal. Moves tell us what we can do in the world. They are a big part of establishing the genre/fiction. Look at Monsterhearts “Turn Someone On.” This tells us what the game is about (and who has control in this situation). The fact that there is “Aim” and “Hack and Slash” in Dungeon World says a lot about it’s roots in fantasy combat simulators. This isn’t to say using a “generic” set of moves is badwrongfun, or morally reprehensible, it’s just that generic moves are hard to make because you need to know the fiction/genre you want to produce. Knowing that and using (or writing) the right moves is going to make that fiction/genre work.

    One thing you might consider is using World of Dungeons. It has one move. But, over the course of playing it for a session or 3 you will build a set of moves that work at your table. It’s able to get away with this because the audience knows the fiction in question so well (D&D). You could start there and work your way into a more robust set of moves through play…

    Oh and look at that… someone here has already adapted it to westerns… 😉

  5. Dylan Green Yah. I just was hoping against hope. My current game is a mash up of genres and an odd character competency level. Running in FATE and this time, FATE is leaving me cold. I really miss running DW.

    But since it is a mix of magic and muskets, six-guns and sorcery… and the PCs are young, tough, frontier kids around 15-18… not high level at all…. DW and the Apocalypse World games just don’t seem to be a comprehensive fit.

    What I would love to see is Uncharted Worlds level of beginning and then professions (I’m Pioneer Kid, Cowhand and Shaman Magics or something like that).. but with all the tropes of both fantasy and Westerns baked in. That is a lot of work and I don’t know if I have it in me to cook something like that up.

  6. I feel like the core classes are archetypal enough that you could run most genres with very little change to them. Paladin=Sheriff, Cleric=Shaman/Priest, Thief=Cowboy Rogue, Ranger=Wandering Cowboy, Fighter=Big Tough Cowboy, Druid and Wizard stay the same but they’re wearing different clothes. Use volley for guns and bob’s your father’s brother. Thoughts?

  7. Storn Cook One reason why I started Lonesome World is the lack of classic Western RPGs. 🙂 It is, as you suggest, a bit of a rabbit hole.

    That said, if you’re looking to do a Western/Fantasy mash-up, I could see just re-skinning existing DW playbooks, and perhaps adding gunpowder weapons to the line-up. (Wizard = medicine man/woman; Ranger = gunslinger; Rogue = scout; Fighter = soldier; etc.)

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