[19:34] <+WilloftheWest> So, my name is Will Donelson. I’m a Writer and Researcher by trade and I’ve been keen on TTRPGs my whole life. Even before I was playing them, I was spending years looking for people to play with, y’know? I got into the scene proper several years back, and my game was born out of a melting pot of different ideas.
[19:35] <+WilloftheWest> Dead in the West is a game set in the mythic old west – by which I mean it should feel like playing an old Cowboy movie or pulpy 50’s novel. The old west setting I’ve found is brilliant at letting players feel like larger-than-life characters, legendary individuals in a new frontier
[19:36] <+WilloftheWest> (done)
[19:36] <~Dan> (phone brb)
[19:36] <~Dan> (back, sorry)
[19:37] <~Dan> Okay! The floor is open to questions!
[19:37] <+WilloftheWest> (I think we may be alone, haha)
[19:38] <~Dan> I take it that you’re going for an old school Western feel rather than, say, spaghetti Western? Less gritty?
[19:39] <+WilloftheWest> Well, the setting for the game is quite malleable. Dead in the West actually provides more a guideline for GM’s to create their own exact western-world, rather than having “lore”.
[19:40] <~Dan> So it’s not necessarily the Wild West of the real world?
[19:40] <+WilloftheWest> so you could have a gritty game set during the Sioux war or a more comedic and lighthearted game
[19:40] <+WilloftheWest> Not at all! It’s entirely down the GM and the party what kind of tone they want
[19:41] <~Dan> I see… Are there any “weird” elements included, like the supernatural?
[19:41] <+WilloftheWest> Mechanically, nothing is overly gritty or overly comical. In fact, there are even optional rules that can help you tailor a game to the tone you want
[19:42] <+WilloftheWest> There are -suggestions- in the rules for how to include those elements if you want to!
[19:42] <~Dan> Nice.
[19:43] <+WilloftheWest> For instance, every character has a Hoodoo stat. This is determined by rolling 1d10 once. The player makes a mental note of it and doesn’t write it on their character sheet – it’s only for them and their GM to know, and even then, the player doesn’t know what their Hoodoo actually DOES
[19:43] <+WilloftheWest> Howdy!
[19:43] <~Dan> (Howdy, Khimaera!)
[19:44] <+WilloftheWest> I’m in the process of a Q&A to promote my Kickstarter project if you’d like to ask me anything 🙂
[19:45] <~Dan> Do you have a character sheet that we can see?
[19:45] <+Will> Apologies, had to reconnect quickly
[19:45] <~Dan> No problem!
[19:46] <~Dan> Did you see my character sheet question?
[19:46] <+Will> No! Sorry, please ask again
[19:46] <~Dan> Oh! No problem. I just asked if you have a character sheet posted somewhere that we can see.
[19:47] <+Will> Indeed there is a mock-up, along with an explanation of certain systems, here;
[19:47] <+Will> (Link: https://www.kickstarter.com/projects/1367347179/dead-in-the-west-a-tabletop-rpg-set-in-the-mythic/posts/2143902)https://www.kickstarter.com/projects/1367347179/dead-in-the-west-a-tabletop-rpg-set-in-the-mythic/posts/2143902
[19:48] <~Dan> Let’s see here…
[19:49] <~Dan> Looks like the system is purely skill-based, with no attributes?
[19:50] <+Will> You have three FACETS; Toughness, Wiliness and Frontier. Then you also have Attributes for Combat and Speech
[19:51] <+MarisaG> hi Dan 🏆 🙂
[19:52] <~Dan> (Howdy, MarisaG! 🙂 )
[19:52] <+Will> FACETs are kind of like the fundamental building blocks for the kind of Cowpoke your character is. TOUGHNESS determines things like your ability to withstand things and overpower things, WILINESS your ability to react and act quickly, and FRONTIER your perception and intuition
[19:52] <+Will> Howdy! I’m here to promote my Kickstarter, if you have any questions for me 🙂
[19:52] <+MarisaG> hi Will, nice to meet you!
[19:53] <+MarisaG> good luck on your KS
[19:53] <+Will> Likewise. Here’s a peek at my Kickstarter if you’d like to take a look and ask me anything:
[19:53] <+Will> (Link: https://www.kickstarter.com/projects/1367347179/dead-in-the-west-a-tabletop-rpg-set-in-the-mythic?ref=nav_search&result=project&term=dead%20in%20the%20west)https://www.kickstarter.com/projects/1367347179/dead-in-the-west-a-tabletop-rpg-set-in-the-mythic?ref=nav_search&result=project&term=dead%20in%20the%20west
[19:53] <+MarisaG> will look now, thx
[19:54] <~Dan> Can you describe the three kinds of Scrappin’ and Sly Talkin’?
[19:55] <+Will> But to continue my answer to your question Dan; you also have Combat and Speech abilities, each split into several factions which determine how accurate you are with certain weapons and how persuasive you are in different ways
[19:55] <+Will> Sure!
[19:55] <+MarisaG> very nice & professional. Artwork is outstanding as well
[19:56] <+Will> SCRAPPIN is combat, and split into HARD HAND, FAST HAND and STEADY HAND. HH is improvised weapons and bare-knuckle brawling, Fast Hand is Pistols and Knives and Steady Hand is Long guns and Lon Bows.
[19:57] <+Will> TALKIN is split into HARD TALK, FAST TALK and SMOOTH TALK. HT governs your ability to threaten and inspire, FT your ability to lie and beg and ST your ability to negotiate and suck-up
[19:57] <+Will> Each of the three TALKIN and SCRAPPIN styles relates to a FACET, too, and some systems connect them
[19:58] <+Will> Essentially though, SCRAPPIN governs how accurate you are in those three combat styles, and TALKIN how persuasive you are in those conversational styles.
[19:58] <~Dan> How are these character elements rated?
[19:59] <+Will> You can roll for them or point buy. All of them use modifiers in some way.
[20:00] <+Will> FACETs are out of 18 and SCRAPPIN/TALKIN out of 6. Your overall score determines both modifiers for those skills, and also different systems for them entirely.
[20:01] <+Will> For example, when you’re Grappling someone, the person you’re grappling wants to roll over your Toughness score in order to escape!
[20:01] <~Dan> What is the task resolution mechanic?
[20:02] <+Will> And if you’re trying to spot someone, the difference between your Frontier scores matters – it’s like your ability to track vs their ability to cover their tracks measured by those number
[20:03] <+Will> In Dead in the West, most everything comes down to rolling 1d8, plus or minus modifiers. As I said before, there are more complex machanics that relate to certain tasks and systems, but by and large it’s 1d8. Your fate is in the d8!
[20:04] <+Will> A 1 is always a critical failure, no matter the task, and a critical failure always changes the situation in a way that hinders you. 1 in 8 is a fairly high chance of critical failure – this is combated by VIGOR. VIGOR are points you earn for doing risky and dangerous things, and they negate Critical Failures
[20:05] <+Will> So the game can become a struggle! You’re encouraged to act dangerously in order to get points of VIGOR. Acting Dangerously always changes up a situation, and a crit fail always changes the situation! Dead in the West is a game designed to not get stale, haha
[20:07] <~Dan> Hmm… Sure doesn’t sound that way. 🙂
[20:08] <~Dan> How do you adjudicate abilities that fall outside of Scrappin’ and Talkin’?
[20:10] <+Will> So, there are EXPERIENCES. This is your substitute for an “Intelligence” stat. EXPERIENCES govern both your ability to perform specialist tasks like knot-tying, dancing, using dynamite etc.
[20:10] <+Will> They also govern your knowledge, though. So an EXPERIENCE could be “Military Knowledge” or “Literary Knowledge”
[20:11] <~Dan> Is this under Learnin’?
[20:11] <+Will> Yes! LEARNIN is like the all-encompassing umbrella your EXPERIENCES fall under
[20:12] <+Will> Then there are ABILITIES. These are the real meat of what makes DEAD IN THE WEST so special. These are unique things only your character can do, and you earn them through your actions. You don’t just progress down a tree.
[20:12] <+Will> So as an example; if your character invests in using a whip, but ALSO acts like a pacifist in the game proper, an Ability you could earn is being able to smack weapons out of the hands of your enemies
[20:13] <+Will> Or if your character invests in biological knowledge and tames a snake, you may earn the ability to extract its venom for your own uses.
[20:14] <+Will> Or you could earn the ABILITY to earn VIGOR whenever you play guitar in combat to inspire your allies.
[20:15] <~Dan> (Howdy, WetInkGames!)
[20:15] <+WetInkGames> Hey!
[20:15] <+Will> Howdy there! I’m here promoting my game, Dead in the West! Please feel free to ask me anything!
[20:15] <~Dan> (Will, meet WetInkGames, tomorrow’s Q&A guest. WetInkGames, meet Will, tonight’s Q&A guest. 😀 )
[20:15] <+WetInkGames> Hey Will
[20:15] <+Scott_LRGG> Evening
[20:15] <~Dan> (Howdy, Scott_LRGG! Welcome to #rpgnet!)
[20:16] <+WetInkGames> Can you tell me a bit about the setting as a whole?
[20:16] <+Will> Howdy! I’m here promoting the Kickstarter for my game Dead in the West, feel free to ask me anything 🙂
[20:17] <+Will> Sure, here’s also a link if anyone needs it:
[20:17] <+Will> (Link: https://www.kickstarter.com/projects/1367347179/dead-in-the-west-a-tabletop-rpg-set-in-the-mythic?ref=nav_search&result=project&term=dead%20in%20the%20west)https://www.kickstarter.com/projects/1367347179/dead-in-the-west-a-tabletop-rpg-set-in-the-mythic?ref=nav_search&result=project&term=dead%20in%20the%20west
[20:18] <+Scott_LRGG> I got 2 questions then
[20:18] <+Will> The game takes place in what I call “The Mythic Old West”. This is a kind of romanticised, heightened-reality Old West. The kind of world you find in old cowboy movies and 50’s pulp novels, full of larger-than-life characters and legendary figures
[20:18] <+Scott_LRGG> 1: How much development did you do prior to your KS being launched (where in the development of the game are you)
[20:18] <+Scott_LRGG> 2: You are using your own system, correct? (So not like GURPS, Savage Worlds, d20, etc)
[20:19] <~Dan> (Howdy, FrankG! Meet Will, tonight’s Q&A guest!)
[20:20] * +FrankG waves
[20:20] <+WetInkGames> Is it a generic west setting or are there specific differences that really drive it apart?
[20:20] <+Will> 1: The very first game of Dead in the West was played in October of 2016. It’s gone through many, many iterations, tweaks and improvements since then. I’ve played around 25 games by my estimate, with 30 different players
[20:21] <+Will> In addition, the game has been playtested and GM’d by those other than myself, who have reported back to me, which was hugely important to development
[20:21] <+WetInkGames> And I second Scott’s question about system. id love to hear more
[20:22] <~Dan> For those who just came in, you can see the character sheet here: (Link: https://www.kickstarter.com/projects/1367347179/dead-in-the-west-a-tabletop-rpg-set-in-the-mythic/posts/2143902)https://www.kickstarter.com/projects/1367347179/dead-in-the-west-a-tabletop-rpg-set-in-the-mythic/posts/2143902
[20:22] <+Scott_LRGG> So the book is largely done. It’s more of a recoup?
[20:22] <+Will> 2: The system is completely original. I wanted every system to relate to and feel natural in the setting, not just be DnD in the old west or using things like percentage dice which feel a bit out of place
[20:24] <+Will> To answer WetInkGames; The setting is hugely malleable! The Rulebook includes a number of different settings (such as the the Sioux War and Post-civil war texas). The exact date if there even is one is down to the GM, with the Rulebook helping out quite a lot
[20:25] <+WetInkGames> So can you give a brief rundown of the rules?
[20:25] <+Will> The game is totally open to grittier, more realistic campaigns (again, there are a number of rules and suggestions for how to achieve this), but in general the game is encouraged to create a more mythical feeling; like your characters are the kinds of legendary figures that pulp novels will be written about in a hundred years
[20:26] <+Will> (Howdy FrankG! I’m here answering questions about my Kickstarter!)
[20:28] <+Will> re: The book being mostly done. The rules themselves are very fleshed out and near completion. The Kickstarter is to pay artists a fair wage, to print the book and pay for a little more playtesting
[20:28] <+Scott_LRGG> Totally get that. Thank you.
[20:28] <~Dan> (Will: I forgot to mention that Scott_LRGG here is a future Q&A guest himself. 🙂 )
[20:29] <+Will> Rules, Briefly; Most things in the game come down to 1d8, plus boons and minus maladies. “Your fate is in the d8!” the book begins.
[20:30] <+Will> You have three FACETs which determine your Cowpoke’s mettle; TOUGHNESS, WILINESS and FRONTIER. These measure different aspects of the Wild Life – think of them as the three foundational blocks of a character.
[20:30] <+Will> You also have SCRAPPIN and TALKIN. Combat and Speech are each split into three branches, which govern how accurate you are with certain types of weapons and how persuasive you are in certain kinds of conversations
[20:32] <+Will> And finally, you have LEARNIN. LEARNIN is your substitute for an “intelligence” stat, and is split into a large list of different EXPERIENCES you invest in seperately. It determines your knowledge in certain areas and your expertise in certain skills.
[20:33] <+Will> Most everything comes down to 1d8 plus or minus something though! The exceptions are damage rolls (which depend on the weapon you’re using) and certain unique and quirky mechanics
[20:35] <+Will> For instance, when you’re tracking someone the difference in your FRONTIER scores is important (think of it as your ability to track vs their ability to hide)
[20:35] <~Dan> While we’re on the subject, how does combat work?
[20:36] <+Will> Combat is done in rounds with initiative. However, ACCURACY rules combat. In DitW, being strong doesn’t make you good at firing a gun; it’s all down to how good a shot you are and whether you know where to hit.
[20:38] <+WetInkGames> I like fun accuracy mechanics
[20:38] <+Will> To attack you roll for ACCURACY and add your SCRAPPIN modifier for the type of weapon you’re wielding. You then roll a die for damage which is determined by weapon (a pistol, for instance, deals 1d6). Your ACCURACY roll determines a multiplier for the damage roll, which can really add up if you’re accurate!
[20:39] <+Will> So before you attack, you’re essentially rolling on an ACCURACY table determined by your ATTRIBUTES and the weapon you’re using. This determines how good a shot you are and how much more damage the enemy will take from the damage you roll.
[20:40] <~Dan> That’s good. I always like accuracy to affect damage.
[20:40] <+FrankG> ditto
[20:40] <+WetInkGames> So is there something in character creation preventing just min-maxing your character and dumping everything into accuracy?
[20:41] <+Will> Combat has loads of fun mechnics though, it’s not just attacking turn after turn. You can corall an enemy with a friend and gain extra attacks against them, spot enemies for allies to impact their ACCURACY, gain and lose bonuses based on height advantage, force enemies into TOUGHNESS contests by toppling or grappling themand a whole bunch of other fun things
[20:41] <+Will> Yes! ACCURACY isn’t a sole stat!
[20:42] <+Will> ACCURACY isn’t a stat at all, even. Your combat skills are referred to as SCRAPPIN, and is split into three branches;
[20:43] <+Will> HARD HAND, FAST HAND and STEADY HAND. HH determines Accuracy with improvised weapons and bare-knuckle brawling, FH with pistols and knives and SH for rifles and longbows
[20:43] <~Dan> What would you use for a spear or a sword?
[20:44] <+Will> So it’s more when you create a character, who decide which of those branches and ergo weapons you want to be most accurate with! Similarly, TALKIN is split into three branches. DitW is deisgned so that a character can be good in both combat and speech, but will have different specialties
[20:45] <+Will> Good question Dan! Unique Weapons like that are referred to as SPECIALISED WEAPONS. Rather than using SCRAPPIN, they’re treated like an EXPERIENCE, or an area of knowledge. These weapons behave VERY differently to standard weapons. In order to become better with them, you need to invest in them as you level up.
[20:46] <~Dan> Level up, you say? Is the system level-based?
[20:46] <+FrankG> so weapons like that fit under Learnin’?
[20:47] <~Dan> (Howdy, MonkofLords!)
[20:48] <+Will> For example; a Lasso is a specialised weapon. It doesn’t use any of your SCRAPPIN, instead becoming more useful as you level that particular EXPERIENCE up. The more points you have in LASSO, the easier it’ll be to incapacitate enemies with it. The more you have in SWORDS, the easier it’ll be to chop off limbs.
[20:48] <+Will> Some are really fun – the HAND CANON isn’t better than a regular pistol, but if you invest in it you seem scarier for holding it as it’s so big and unwieldy, and you gain a bonus to threatening instead
[20:49] <+Will> (howdy MonkofLords, I’m here promoting my Kickstater, feel free to ask me anything!)
[20:49] <+Will> And yes FrankG, weapons like that fit under LEARNIN
[20:50] <+Will> Dan: There are levels, but they’re somewhat different from other games. Levels determine the number of points you get to spend on Experiences, and the point at which you gain new abilities.
[20:50] <+Will> I prefer handling levels as a Milestone system, but there are rules for if you’d rather dish out XP
[20:51] <~Dan> It’s nice that you have the option.
[20:52] <+Eric_E> Hello
[20:52] <~Dan> (Howdy, Eric_E! Meet Will, tonight’s guest!)
[20:53] <+Will> Howdy! I’m here talkin’ about my kickstarter if you have any questions
[20:53] <+Will> People have been pretty active, which has been nice 🙂
[20:53] <+Eric_E> Hi Will. What is the game?
[20:53] <+Will> I’m going to go for a quick bathroom break, but I’ll be right back!
[20:53] <+Will> Oh, here’s a link to the Kickstarter:
[20:54] <+Will> (Link: https://www.kickstarter.com/projects/1367347179/dead-in-the-west-a-tabletop-rpg-set-in-the-mythic?ref=nav_search&result=project&term=dead%20in%20the%20west)https://www.kickstarter.com/projects/1367347179/dead-in-the-west-a-tabletop-rpg-set-in-the-mythic?ref=nav_search&result=project&term=dead%20in%20the%20west
[20:56] <+Will> Back!
[20:56] <~Dan> wb!
[20:56] * +Eric_E Looking at the KS
[20:57] <+Will> Cool!
[20:57] <~Dan> I’d like to hear some more about Abilities. Are they from a pre-set list, or are they free-form?
[20:58] <+Will> Okay! So; Dead in the West has a bunch of systems and mechanics, but I think the heart and soul of the game is the ABILITY system.
[20:58] <+WetInkGames> Thanks for this
[20:58] <+WetInkGames> I’m a backer
[20:58] <~Dan> Hey, cool!
[20:59] <+Will> Rather than progressing down tree’s or class rankings, in Dead in the West player’s gain new abilities and feats based on what they actually DO in the game.
[20:59] <+Will> Thanks so much! I really appreciate it.
[20:59] <+WetInkGames> I’d love to have you (any of you) at my Q&A tomorrow
[20:59] <+Will> It’s currently 3am for me, haha, but I think I can manage two days in a row.
[21:00] <+Will> Bacl to Dan’s question:
[21:01] <+FrankG> (I came late and I’m leaving early. Sorry about that. Good luck with the kickstarter Will. From what I’m understanding so far the game looks like it’s up my alley. I look forward to seeing more.)
[21:01] <+FrankG> g’night y’all
[21:01] <~Dan> Good night, FrankG!
[21:01] <+Will> For example; if your character is a pacifist and excels at whip usage, they may earn an ability to whip gun’s out of their opponents hand before combat even begins! A character who loves cooking but is bad at it (never invests in it as an EXPERIENCE/rolls badly) could earn the ABILITY to cook a stew that randomly grants either a boon or penalty
[21:01] <+Will> and you won’t know which until you try it!
[21:02] <+Will> Good night man!
[21:03] <+Will> The Rulebook features a huge list of ABILITIES along with suggestions on how to earn them (most have multiple ways to earn them). However, the game really encourages GM’s to create their own, and will include an extensive guide on how to exactly
[21:03] <~Dan> Huh. That’s really cool. I like that.
[21:03] <+Will> In DitW, I really want every party to feel totally unique – no two characters should feel the same, and should approach everything in a different way.
[21:04] * ~Dan nods
[21:04] <+Will> For example, I had a character who was a heavy drinker and also bluffed a lot. So I gave them an ability that was basically the drunker their character got, the higher their FAST TALK got (but the lower all other types of TALKIN got)
[21:06] <~Dan> Hmm… Do you have a way to balance Abilities? Or is that even a concern?
[21:06] <+Will> The ABILITY creation system includes behaviours/playstyles to look out for, what players enjoy doing and the like. It’s always better an ABILITY be an active rather than a passive thing. Players may see a cool ABILITY in the book they want, but in my experience players really love getting tailor-made stuff
[21:06] <~Dan> I’d imagine so.
[21:07] <+Will> The step-by-step system includes suggestions for how to balance abilities, however in such a freeform system a 100% garantee is impossible.
[21:08] <~Dan> Sure.
[21:08] <+Will> It’s way better to focus on creating fun and unique things that make players feel special and rewarded. Player characters are SUPPOSED to be legendary figures. They’re supposed to feel like Wild Bill Hicock, Calamity Jane, Billy the Kid etc
[21:09] <+Will> Amazing feats and signature moves are a part of that. In my experience it’s way better to scale up a challenge than it is to nerf a power
[21:09] <~Dan> You mentioned tips for incorporating the supernatural. Can you say some more about that? Is it done with Abilities?
[21:11] <+Will> Well, the way I like to think about the Supernatural is as something seperate from players and characters.
[21:12] <+Will> ABILITIES could technically lead to outright magic, none of the example ABILITIES in the book will be (… I think). It’s a GM’s decision based on their world and story
[21:13] <+Will> To me though, the supernatural is an element divorced from humans. It’s something that is greater than and beyond human characters. That’s maybe a bit of a horror influence, I think. I like existensial and cosmic horror quite a lot, and slow-burn kind of deal
[21:13] * ~Dan nods
[21:14] <+Will> In DitW, players have a stat called Hoodoo. This is a number they roll, tell their GM and remember. They never write it down and NEVER tell anyone else what their score is. Players overtly are never told what their Hoodoo score does or impacts.
[21:14] <+Will> THAT is the kind of supernatural element I enjoy.
[21:15] * ~Dan nods
[21:15] <+Will> I like players in a ghost town, everything is spooky and eerie. The GM tells them to roll, but they players aren’t told what for. They listen to their responses, nod and make notes. Nothing happens and the player all look at each other like “what did we just decide?”
[21:15] <~Dan> I was just thinking it would be cool to incorporate something like shamanism, for example.
[21:15] * ~Dan chuckles
[21:16] <+Will> I’m afraid I can’t possibly comment on what Hoodoo does here 🙂
[21:16] <~Dan> Well, darnit. 🙂
[21:17] <~Dan> Do you include stats for wildlife?
[21:17] <+Will> This is something I actually need to work on, actually. As is, wildlife is too complex a system.
[21:17] <+Will> Essentially, right now, it would double the size of the book.
[21:19] <+WetInkGames> This sounds cool
[21:19] <+Will> Animals have “Tendencies”. These are things the animal values and their behaviours. “If X then X”, “doesn’t like X, responsive to Y”. Rather than simply rolling an “animal Handling” skill to win animals over, you roll to determine how many tendencies you KNOW
[21:20] <~Dan> That does sound rather crunchy.
[21:20] <+Will> then have to actually act in accordance with them. Some animals will say “If 1 tendency is obliged, animal will leave without attacking. If tendencies a) and d) are obliged, animal will become scared and leave without incident”
[21:21] * ~Dan nods
[21:21] <+Will> But all players are told, based on their roll, are a few tendencies. They have to determine what they want out of the encounter ( to kill it, scre it, befriend it etc) and which tendencies to try to play to
[21:22] <+Will> It’s a problem because it’s an incredibly in depth system that is too much but I also kind of love, haha
[21:22] <~Dan> 🙂
[21:22] <~Dan> So in the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:23] <+Will> I like the idea of having to actually ACT, not just roll. That’s kind of the philosophy behind a lot of the game, not just saying “I roll high so I do it”, but “I roll high so I have information, how should I interpret this information?”
[21:23] <~Dan> And I’ll just mention quickly that gratuities are welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ , for those so inclined. 🙂
[21:23] <+Will> Awesome!
[21:23] <+Will> Well, there’s Quickdraw, which is a big system.
[21:24] <~Dan> Oh? Do tell!
[21:24] <~Dan> (And by the way, you’ve been a real trooper staying up this late/early with us!)
[21:24] <+Will> Quickdraw essentially means you can for an NPC into an old-west style quickdraw. In DitW, when no one has any weapons drawn, combat is ALWAYS initiated by the GM saying “X draws their weapon, roll for initiative”
[21:25] <+Will> If a player shouts “Quickdraw!” between the GM saying “draws their weapon” and “roll for initiative” – you’ve interrupted that NPC, and are Quickdrawing them.
[21:26] <+Will> In a Quickdraw, you and your opponent roll WILINESS. The winner gets off a quick shot against the other. This can cause damage before initiative is rolled or even prevent combat all together!
[21:27] <~Dan> “Draws their weapon”. C’mon, Will! You can do better than that. “Skins their smokewagon!” 😉
[21:28] <+Will> If a player says “Quickdraw!” too early or too late though, they’ll receive a penalty to the oncoming roll. Additionally, sometimes the GM will say “X reaches into their pocket…” or “X reaches for a drawer” and players will Quickdraw against them. Sometimes a dude is just reaching for a pen!
[21:29] <+Will> I’ve had instances where players have shot at someone and it’s gone very, very badly, lol
[21:29] * ~Dan chuckles
[21:30] <+Will> Quickdraw keeps players on their toes – they don’t want to miss their chance, but also don’t want to misfire.
[21:30] * ~Dan nods
[21:30] <~Dan> That’s really very clever. 🙂
[21:30] <+Will> Imagine drawing your weapon, firing and MISSING against someone who was just going to itch their back. There’s no way outta that situation
[21:31] <~Dan> “I thought you were someone else.”
[21:31] <+Will> Thanks! It’s been a lot of fun in practise. In fact, I have something to consider about the system
[21:32] <+Will> But that’s kind of technical!
[21:32] <+Will> Just playtesting malarky 🙂
[21:32] <+Lassek-> Morning folks.
[21:32] <~Dan> Well, I wouldn’t expect you to get technical at such an ungodly hour. 😉
[21:32] <~Dan> (Howdy, Lassek-!)
[21:32] <+Lassek-> (Sorry)
[21:32] <~Dan> (No worries!)
[21:33] <~Dan> Thanks so much for joining us, Will!
[21:33] <+Will> It was a pleasure! You caught me just at the end of my Q7A Lassex!
[21:34] <~Dan> Mind you, you don’t have to run off, but I imagine you need your sleep. 🙂
[21:34] <+Will> I am fairly zonked, haha
[21:34] <~Dan> But, if you can hang on just a minute more, I’ll get the log posted and link you. 🙂