Western Gothic: A Player's Guide to the Weird West
Game Info
From the author: If a fella’ wants to play a fantasy-western game, then this game has everything they need with a little more on top, as a treat. That includes: A cinematic world (including its map) of lawless frontiers and high noons Knowhow for makin' and playin' all manner a' cowpunchers, duelists, desperadoes, law-dogs, preachers, witches, or whatever varmint ya might find on a dusty trail Impossible machines, strange mutations, and spells that rend the fabric of reality with three different magic systems, all of them strange and folksy More high-falutin' pictorals than you can shake a stick at (over 40 pieces of art) Fates resolved by the turn of a card instead of a roll of the dice A wild action economy wherein every draw of the card and istol is a wager against one’s foes, where every round of combat is a showdown So sit down at a table with your pardners, ante up a few bits, and try your hand at bein' a desperado. There’s enough scribblin' and scrawlin' in here to fill 140 pages and change. With that much ground to cover, best to gitty up and go.
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