Showing posts with label GFYG. Show all posts
Showing posts with label GFYG. Show all posts

Tuesday, August 19, 2025

The Tuesday Knights May Be On An Extended Hiatus, But The Gaming Wheels Are Still Turning

Today is the 17th anniversary of the first gathering of our gaming group, The Tuesday Knights.

However, we are currently on an extended hiatus - for various reasons we haven't gamed since May and now, of course, I'm rather entangled in a medical "mystery" as science tries to figure out why my legs aren't working properly!

I've thus pulled the plug on my supers' game, as Pete has stepped up with a new system he has invested in, to continue his long-running time travel/alternate reality campaign, which has so far bounced from GURPS Atomic Horror to Hollow Earth Expedition.

Next up will be Outgunned, which I'm very excited about as it's a game I was seriously considering picking up when it was launched through some crowdfunding programme or another. It's "cinematic action" vibe really appeals to me, so I'm looking forward to playing this.

I think we might still be playing in the same Indiana Jones-inspired inter-war setting in which our HEX game was set, presumably using the Outgunned Adventure supplement, although, to be honest, I wouldn't mind our characters sliding into contemporary bodies for a bit of John Wick/James Bond action.

In the meantime, I've superficially been kicking around some alternate systems for me to try out on the gang once I'm feeling better and Pete takes his next break from his long-running game (currently 32 sessions over 36 months).

Top contenders for further investigation on my behalf are:

GO FER YER GUN! But rather than a straight Western, I'd be looking to "Dark Tower it up" by easily blending some magic and monsters into the mix. This would be very easy to do with the simple d20 rules of Go Fer Yer Gun! 

ALIEN RPG (EVOLVED): I haven't read enough of the original edition to really get my head round the system, but there's a new edition out later this year (I didn't back the Kickstarter) and I really love the setting.

STAR TREK ADVENTURES (2nd Edition): I've never really grokked the 2d20 system that Modiphius uses to power most of its RPGs, but I know a lot of online buddies talk of playing in ongoing, long-running campaigns with this game. And who doesn't love Star Trek, right? I have the starter set for the new edition, just need to get round to reading the books.

PLANET OF THE APES: Another setting I adore. I can't help imagining the team as crashed astronauts on a post-apocalyptic Earth being pursued by trumpet-blowing gorillas.

The rules are variation on the old West End Games d6 system, which many, many people speak highly of although I've never played it. I didn't back the Planet of The Apes Kickstarter in the end, but the rule books are due out early next year.

BEYOND THE VEIL: While my previous possibilities are essentially variations on a theme, just with different settings, Beyond The Veil is nothing like any of those.

It's a roleplaying game about ghost-hunters in contemporary times. Not superheroes or trained astronauts, but members of the public - both believers and non-believers - brought together to scientifically investigate claims of the supernatural. It's The X-Files, Uncanny podcast and Stephen King horror, mingled with UFOs, cryptids and ghost stories, as read about through the pages of The Fortean Times.

Beyond The Veil
is due to hit Kickstarter in a couple of months, but I already have the introductory Prologue booklet, which I'm halfway through reading.

Sunday, June 22, 2025

PROJECT 60: Okay, I Might Have A Problem 😱

 

Despite having already named Go Fer Yer Gun! as my favourite roleplaying game set in the Old West, and having an ever-expanding collection of Deadlands material from across the ages, I still managed to purchase two more distinctly different games in the last seven days: Tales of The Old West and Shooting Iron.

While I admire Go Fer Yer Gun! for its elegant simplicity, Shooting Iron is another d20-based system (class, level, hit points et al), with a heap of background material (although nothing on Native Americans; they were supposed to be covered in a supplement, which has yet to see print seven years after the core rules were published).

I could see this nicely written and laid out, 200-plus page, tome being a source of "houserules" and additions to a possible GFTG! campaign, with little need for much tinkering with the stats and mechanics. 

On the other end of the spectrum, Tales Of The Old West employs the Year Zero Engine, the award-winning d6 dice pool mechanics that power such Free League roleplaying games as ALIEN, Tales From The Loop, The Walking Dead etc

I'll admit the book is quite intimidating. Tales of The Old West may be too complicated for my little noggin, although one of our group mentioned to me in the past of her experience playing ALIEN, so that could help persuade me (always helps to have someone else at the table who knows the rules of the game you are playing).

Although a licenced product (it is produced by Effekt) the book has the high production and art standards consumers of Free League games have come to expect.

Of course, these "straight" West books are just the latest addition to my RPG library.

The other week I picked up a couple of "Weird West" games: Down Darker Trails (a Call of Cthulhu supplement) and We Deal In Lead (based heavily on Stephen King's Dark Tower saga).

So, now, I have six Western-themed roleplaying games: three with ghosts and monsters and three for playing pseudohistorical reality!

What does this all mean for my current superhero campaign that I'm running for the Tuesday Knights?

Maybe nothing, but maybe something. 

I guess it depends if the current game has legs (we've only managed three sessions in five months, for various reasons). 

Sunday, June 8, 2025

Things Are Getting A Mite Weird Round These Parts!


This week's mail call had a very "weird west" flavour to it, with the arrival of Down Darker Trails (Chaosium's official Old West supplement for Call of Cthulhu) and We Deal In Lead (an indie game HEAVILY inspired by Stephen King's Dark Tower saga).

From an initial perusal I reckon both of these will remain in the "research and inspiration" pile, rather than actually hitting the table. 

At the moment I cannot see either replacing Go Fer Yer Gun! or Deadlands as my 'go-to' system, should I ever have a chance to gamesmaster a western campaign (weird or otherwise) for the Tuesday Knights.

Down Darker Trails, like all good Call of Cthulhu supplements and adventures is highly detailed (I love having stats for a selection of Old West 'celebrities', from Billy The Kid to Wyatt Earp), but probably too intricate for my current style of gamesmastering.

I'm sure Call of Cthulhu would have a better chance if I could keep my brain focussed on the single objective of a running a great Weird West horror campaign, but I'm too easily distracted and/or overwhelmed by thick, dense rules books.

Conversely, We Deal In Lead is ultra-streamlined, meaning that - despite the game's magnificent setting - I already feel as though the rules remove too much of the potential excitement of the combat elements of the game.

Also, I fear the prospect of a "freeform" magic system would go down like a lead balloon. My players have made it clear they like a list of spells to pick and choose from.

But, as I say, these are just first impressions, I haven't given either book a fair shake yet and so am not writing them off.

Although, getting way ahead of myself, I am rolling around the idea of a Dark Tower-inspired campaign using Go Fer Yer Gun! as the engine, with some fuel borrowed from We Deal In Lead.

Wednesday, May 7, 2025

What's My Favourite Western Roleplaying Game? The Answer May Surprise You


Despite the many recent posts on this blog referring to Deadlands - and my long-history of fanboying over the game and its Weird West setting - I'm pretty certain my all-time favourite Western roleplaying game system is much the more modest Go Fer Yer Gun!

Written by the prolific games creator Simon Washbourne, and published by his Beyond Belief Games in 2010, Go Fer Yer Gun! (GFYG!) is a "mere" 77-page long, including a character sheet and a copy of the OGL.

Based on the ubiquitous d20 mechanics of a certain fantasy roleplaying game, GFYG! is a streamlined game with easy to grok stats and character classes, hit points, defence class (in lieu of armour class), equipment lists, weapons charts, etc.

As well as the delightfully thematic character classes with their specialised abilities, the game's novel tweaks include only rolling extra hit die for characters up to fourth level, so that guns are still dangeous - and potentially lethal - weapons, even when fired at high level characters. None of your Dungeons & Dragons superheroes here!

There's also statistics for a handful of generic folk and critters, as well as non-player characters, as well as three short scenarios.

While modern Deadlands is full of glossy and colourful art and slick layouts, GFYG! is black and white with public domain illustrations and a basic layout. However, both approaches serve the systems they are pushing.

Of course, the great thing about the minimalist approach of GFYG! is that, should tastes demand it, it's very easy to add elements to the rules. For instance, if I sought to Deadlands things up by introducing the supernatural, magic et al, I could easily lift chunks of my shelved Frankengame almost wholecloth to add into the mix.

On top of all this, a major selling point of GFYG! - should I ever try and convince the Tuesday Knights to trust me running another campaign - is that the "classic" d20 mechanics are easy for any reasonably seasoned gamer to quickly pick up. Even if they're not 100 per cent au fait with the setting, it's one less thing to have to worry about.
My pop culture Odyssey: a slice of super-powered geek life with heavy emphasis on pulp adventure, superheroes, comic books, westerns, horror, sci-fi, giant monsters, zombies etc