Tag Archives: Wild West

That’s kinda fancy gun work you got there Mister!

Before we start shooting guns out of the bad guy’s hand or put a bullet through a silver dollar tossed into the air I want to take a tiny peek as some of the math and probabilities in this system.

I firmly believe that neither the GM or the Players should ever have to understand the maths that make a system work. If that is the case then there is a design flaw. That is my belief.

Now in some ways Devil’s Staircase has that design flaw. So far I have been running little test plays imagining one on one combats or one on one opposed skills. I tried to recreate the Gunfight at the OK Corral last night and something became apparent really quickly.

You need more than one pack of cards. This is not a big deal in my opinion. If I sat down with a group of friends to play DnD I would want more than one d20. I can buy a pack of cards on Amazon UK for 99p with free delivery. If the typical character is going to have 10 endurance every time you go into a tactical situation you are going to deal them 10 cards. At the end of the scene you throw in your hand and deal another 10 cards. At the start of each adventuring day you will start the day with another 10 cards. In a game session a single player will go through 50 or 60 cards. There are only 54 cards in a deck, 4 suits of 13 cards plus two jokers. In a game session every card will pass though the players hands. But what if you have 5 players. A single deal will use your entire deck. If you then have a few NPCs and villains a single deck is not going to cut it. So you have a couple of options. Either every player has their own deck, like most of us bring our own dice to a game session or the GM has several decks. As a GM you could by a few identical decks in which case you could deal out 3 aces of spades in the same hand. Alternatively you could buy several decks but with very distinct backs so you can easily sort them out. You can then have a deck for the characters and a deck for the villains.

So for all the trick shots I propose that you can play a joker to perform those extraordinary feats of luck or skill. At the start of play there is a slight chance that the character may have a joker stored on their character sheet from when they drew their stats. If you get a joker in your endurance hand you can play it or when the hand is thrown in you can add it to your character sheet. So now if have a small pool of jokers you can play to do those special actions.

The number of jokers in play comes down to the number of players and the number of decks. If for argument sake each player has their own deck and they typically go through 50 or 60 cards per session then each player will almost certainly earn 2 jokers per session, there being 2 jokers in every 54 cards.

If on the other hand the GM holds all the cards and has a deck that is shared amongst the 5 players then every time the hands are dealt someone will probably get a joker. The snag is that everyone knows that über lucky guy. He will get 10 or 12 jokers in a single session and you will probably get none.

If the GM has two, three, four decks in a single super deck from which everyone’s cards a dealt then there is a chance that you could deal 4, 6, or 8 jokers to the same player in a single hand. If your shuffling isn’t very good you could even do that more than once.

In the previous tests, some of the time I was using two decks, one for each protagonist and dealt my own hand each time. Sometimes, when I could rope in a second player, as GM I dealt all the cards. Having the GM deal the cards was more fun. It made the game feel more intimate. There was a physical connection between GM and player. The GM tossed each card at you and you collected them up and looked at your hand. Dealing your own had felt slightly more sterile.

So far, I am leaning towards the GM having two packs of standard cards mixed and shuffled together. 108 cards is not a mammoth amount of cards, it wasn’t too big to shuffle. The number of cards you are dealing out typically diminishes as the session goes on, injuries reduce Endurance so the size of the hand goes down.

The point of this ramble is that how you manage the cards does impact how many jokers the characters will get and how fast they come round. Continue reading That’s kinda fancy gun work you got there Mister!

Devil’s Staircase Wild West Role Playing

I finally get to talk about my proposed combat system!

First off, I have been trying to think of a decent working title for the game. Not just the game but the core set of mechanics. It is my longer term goal to not only create a Wild West game but use the same core system to tackle many genres. It came to me the other day while walking the dogs that a pack of cards used to be referred to as the devil’s staircase. I think the allusion is to a fanned deck being stepped and that playing cards was a road that could lead to gambling and all sorts of vices. It was my grandmother that I can remember calling them the devil’s staircase.

A bit of Googling tells me that there is no Devil’s Staircase RPG so as of now I have a working title. Devil’s Staircase Wild West Role Playing. Hopefully over time I can swap out Wild West for Fantasy or Espionage or whatever. I think Devil’s Staircase Espionage Role Playing as quite a nice ring to it as well.

So how about a combat system.

What I want to achieve is a way of handling combat that is as fast or faster than real life or movie combat. I suspect that that is not going to be quite possible but that is the objective, speed and ease of play over detail and granularity of the rules.

Before starting with actual combat I want to think about wounds and death. Continue reading Devil’s Staircase Wild West Role Playing

Dice or Cards?

I have had a bit of a fascination with card deck vs dice based rpgs for the last year. There is a rather strange game called ABS12 (A Basic System 12) which is all based around d12 rolls. D12s give a relatively large number of possible outcomes without having to have a bell curve of probabilities. Another consequence of this is that you can play the game by drawing cards from a standard deck of playing cards. The ace, 2-10, hack, queen, king give 13 outcomes. Discard the Kings and you have a pack of d12 rolls.

ABS12 is a very strange minimalist system. I helped with the play testing and I cannot say I particularly like it. Characters have just a single stat and everything is derived from that. You need a lot of imagination to play the game. If you are familiar with solo role playing then it is a perfectly viable writing aid. Ken Wickham, the author, shared several of his solo adventures. Check out his World of the Fifth Sun blog for more.

While I am not really keen on ABS12 the idea of using a pack of playing cards as part of the game engine does appeal.

So I was thinking about putting together a superlight RPG here in a short series of posts. Continue reading Dice or Cards?