A Wild West Role-Playing Game: True West

A Wild West Role-Playing Game: True West

Author: Khara Khang

Publisher:

Published: 2010-10-19

Total Pages: 90

ISBN-13: 9781453829523

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True West was written way back in 1979 and play tested thoroughly at gaming convention tournaments for about 5 years before it was copyrighted and trademarked in 1984. That makes True West one of the oldest Wild West Roleplaying games and the most play tested RPG's. Nine character templates are provided within this book, making character creation and game setup quick and easy. Many historically accurate weapons and items have been included within the rules. The system is unique and covers everything you ever wanted to know about the old west. The front and back covers and cover art was created by the famous western artist Tom C. Horn, who is a long time friend and gamer himself. I hope you enjoy True West as much as I have in creating it. Get your game on now!


Shooting Iron

Shooting Iron

Author: Agatha Norvelle

Publisher:

Published: 2018-02-26

Total Pages:

ISBN-13: 9781619120723

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Shooting Iron is an exciting wild west role-playing game for two or more people ages 10 years and up. Easy to learn and easy to play all you need are a set of polyhedral dice and this rulebook to play. Players take on the roles of various inhabitants of the Wild West. Characters travel through the magnificent vistas of the West experiencing adventure, danger, and excitement. Gunfights, wagon trains, cattle drives, and more await you inside these pages.


Link: West : [the Ultimate D20 System Western RPG]

Link: West : [the Ultimate D20 System Western RPG]

Author: Rodney Brazeau

Publisher: Guelph, Ont. : Guardians of Order

Published: 2003

Total Pages: 0

ISBN-13: 9781894938426

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The ultimate Western RPG has arrived for the BESM d20 System ... and the Wild West will never be the same! Discover a world in a harsh new frontier, where a plot of land makes you a king and a pistol makes you a god. West brings you 10 new character classes, new Feats, dynamic and easy-to-learn new game rules, and an original world for you to discover. Be a cowboy or a lawman, or dive into the mysterious world of the Shaman or Mystics. Saddle up!


The Eagerly-awaited Knuckleduster Cowtown Creator

The Eagerly-awaited Knuckleduster Cowtown Creator

Author: Forrest S. Harris

Publisher: Knuckleduster

Published: 2001

Total Pages: 277

ISBN-13: 9780966704631

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Bring your next Western roleplaying campaign to life with The Cowtown Creator, a universal source-book featuring over 200 pages of descriptions, maps, floor plans, period photographs, character profiles, lists, and scenario ideas taken directly from the annals of the Old West and presented in Knuckleduster's signature "truth-is-stranger-than-fiction" style. For use with any roleplaying game. Additional materials provided for Deadlands(TM), Deadlands D20 (TM), and Fudge (TM).


Haunted West

Haunted West

Author: Chris Spivey

Publisher:

Published: 2021-10-20

Total Pages:

ISBN-13: 9780998851525

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One moment sets the course of destiny. But what if that one moment was changed in the smallest of ways? What if one madman's plan actually were to succeed beyond our known history? The Old West-The Wild West, The American Frontier-is one of the world's most familiar modern myths. The time was draped in ruggedness; there was an idealized dream of freedom, and a notion that just one person could shape the world. That myth belongs to all of us. Yet so many stories of truth, justice, and the American Way have been stolen, erased, and never recorded. Haunted West is a game about hope through struggle. It is a game that pieces together the stories of the largely forgotten people of the Old West, the people who have been whitewashed by history. Discover the American experience in the Weird West. Grab your rifle, jet pack, and spurs to battle traitorous rebels in the defense of freedom, join the fight against temporally displaced dinosaurs, rustle cattle to make ends meet, and hijack a train full of illicit Confederate gold!


Werewolf

Werewolf

Author:

Publisher: White Wolf Games Studio

Published: 1997-06

Total Pages: 0

ISBN-13: 9781565043404

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The newest game set in the world of darkness in which players take the roles of spirit warriors or normal humans trying to survive in the savage west. This rule book contains information players need to create characters, and that storytellers need to run a game. In the WORLD OF DARKNESS series.


Imagining Wild Bill

Imagining Wild Bill

Author: Paul Ashdown

Publisher: SIU Press

Published: 2020-08-27

Total Pages: 264

ISBN-13: 0809337894

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Wild Bill’s ever-evolving legend When it came to the Wild West, the nineteenth-century press rarely let truth get in the way of a good story. James Butler “Wild Bill” Hickok’s story was no exception. Mythologized and sensationalized, Hickok was turned into the deadliest gunfighter of all, a so-called moral killer, a national phenomenon even while he was alive. Rather than attempt to tease truth from fiction, coauthors Paul Ashdown and Edward Caudill investigate the ways in which Hickok embodied the culture of glamorized violence Americans embraced after the Civil War and examine the process of how his story emerged, evolved, and turned into a viral multimedia sensation full of the excitement, danger, and romance of the West. Journalists, the coauthors demonstrate, invented “Wild Bill” Hickok, glorifying him as a civilizer. They inflated his body count and constructed his legend in the midst of an emerging celebrity culture that grew up around penny newspapers. His death by treachery, at a relatively young age, made the story tragic, and dime-store novelists took over where the press left off. Reimagined as entertainment, Hickok’s legend continued to enthrall Americans in literature, on radio, on television, and in the movies, and it still draws tourists to notorious Deadwood, South Dakota. American culture often embraces myths that later become accepted as popular history. By investigating the allure and power of Hickok’s myth, Ashdown and Caudill explain how American journalism and popular culture have shaped the way Civil War–era figures are remembered and reveal how Americans have embraced violence as entertainment.


The Buntline Special

The Buntline Special

Author: Mike Resnick

Publisher: Pyr

Published: 2010-12-10

Total Pages: 331

ISBN-13: 1616142995

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Welcome to a West like you've never seen before, where electric lights shine down on the streets of Tombstone, while horseless stagecoaches carry passengers to and fro, and where death is no obstacle to The Thing That Was Once Johnny Ringo. Think you know the story of the O.K. Corral? Think again, as five-time Hugo winner Mike Resnick takes on his first steampunk western tale, and the West will never be the same.


Mythic Game Master Emulator

Mythic Game Master Emulator

Author: Tom Pigeon

Publisher: Createspace Independent Publishing Platform

Published: 2018-01-25

Total Pages: 54

ISBN-13: 9781982081058

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Mythic Game Master Emulator Create dynamic role-playing adventures without preparationFor use as a supplement with other systems NOTE: This product provides the Game Master Emulation rules found in Mythic, a product that contains emulation rules and a full, universal role playing game. Mythic Game Master Emulator is for those who do not want the universal role-playing rules, but just the game master emulator at a reduced price. Mythic Game Master Emulator is a supplement meant to be played with your favorite role-playing games. Most Role-Playing Games operate under the principle that there are players and there is a Game Master. The GM prepares all the details of an adventure, and then "runs" the players through that adventure. This usually requires a great deal of preparation on the part of the GM. Mythic is different in that it requires no preparation from the GM. Mythic adventures are meant to be played off the cuff, with perhaps a few minutes of brainstorming to come up with the initial setup. Mythic can also be played entirely without a GM. The same mechanics in Mythic that allow a GM to run an adventure without preparation also allows a group of players to do without the GM. In a Mythic adventure, the GM (or players without a GM) can start an evening's entertainment with about five minutes of preparation. As the adventure unfolds, the GM is just as surprised by the twists and turns as the players are. There are various ways in which Mythic can be used: No GM, multiple players Players decide on an opening scenario, and perhaps a few details or two, and Mythic takes it from there. All action is decided through the asking of yes/no questions and the application of logical principles. By answering questions, the adventure moves along, with the occasional random event throwing players a curve ball. The action is broken into scenes, just like in a movie, to keep everything straight. No GM, one player Mythic can be used to go solo. Solo play in Mythic works the same as group play. You're just alone. One GM, any number of players For those who like to be a GM, we have something for you, too. The same tools that allow Mythic to automatically generate adventures on the fly without a GM also work with a GM. This means very little to zero preparation, if you don't want to prepare. Simply create an opening scenario (hey, you can come up with that on the drive over!) and follow Mythic as it guides you along. Mythic will throw in its own twists and turns, so the GM will be just as shocked as the players.