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"Comparison of TRWNN, 6GS, Gutshot, etc.?" Topic


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Mako1122 Nov 2011 3:03 a.m. PST

I'm interested in hearing how these three sets of rules compare and contrast with one another, but if there are others that are also very popular, I'd be interested in hearing about them too.

I'm looking for a Spaghetti Western style of rules, but with a historical feel too, e.g. gunfighters are very skilled, and can take on several opponents, while others are less skilled and deadly. I'm also interested in a chance for one shot = one kill for regular figures, but for larger than life characters to be more difficult to kill (e.g. having several wounds, but with a small chance of them being killed outright).

A random initiative system would be good as well, with better characters getting more chances to activate than others.

Varied movement rates would be nice, but I can add that mechanic on easily, if the others don't have it.

LotoW doesn't sound like it fits my needs, due to the initiative system.

Some type of ambushing mechanic would be nice too, for preset games where people can set up and lie in wait, as would the random movement/actions of bystanders.

Of course, if there are rules for encountering and fighting indians too, that would be a bonus.

dglennjr22 Nov 2011 7:18 a.m. PST

I think Gutshot has everything that you are looking for. There is a pretty good wounding system, random initiative system (Most player characters have three actions during the course of a turn, but not necessarily at the smae time, while NPC's may only get one or two.), character skills, and certainly has the feel of a spaghetti western.

The game also has lots of scenarios and support. I'd highly recommend it and give it a try. I liked it so much, I built a whole Wild West town after the first game that I played in.

-David G.

Inari722 Nov 2011 10:07 a.m. PST

I have played TRWNN, Gutshot, and read 6GS.

Here is the good news TRWNN has what you are looking for

"gunfighters are very skilled, and can take on several opponents, while others are less skilled and deadly."

Yes, with TRWNN your "man with no name" can kill more then his share of other gunfighters.

"I'm also interested in a chance for one shot = one kill for regular figures, but for larger than life characters to be more difficult to kill"

In TRWNN "The man with no name" if hit can be killed just as easily as anyone else IF HIT. If you are going to play with guns someone is gonna get hurt.

"A random initiative system would be good as well, with better characters getting more chances to activate than others."

TRWNN uses a fate deck and initiative is random with a chance of some characters not even activating. But other cards in the fate deck insure you more experienced characters do activate.

"Varied movement rates would be nice, but I can add that mechanic on easily, if the others don't have it."

TRWNN to move you roll 3D6 to move and shoot roll 2D6 then fire.

So I would suggest TRWNN as it meets all you criteria.

Gutshot has random actions but beware of card counters , set movement, no one-shot-one-kill, (characters have hit points). Most characters are the same abilities as per experience and career choice. Players of Gutshot only usually control one character at a time.

Gutshot is better, as a close Role-playing experience characters are more detailed then the ones in TRWNN

In the Rules with No Name players control more characters. Typically my convention players usually control 4 characters of various skill levels.

Both games are good, I do think TRWNN is what you are looking for thats why I wrote more about it in my post.

6GS is also one character for each player, but once the shooting begins the game takes over and you lose control of what you character can do. So I think that this precludes it from being a "Spaghetti Western". I think a players should have more control of their characters then what 6GS lets them do. But I do think 6GS is more "realistic" but thats not what I aim for in a Wild West Game.

BTW TRWNN is available for free on the TRWNN yahoo group.
Try it if you don't like it you have lost nothing but time. If you don't like it pick up Gutshot.

link

Inari722 Nov 2011 10:16 a.m. PST

I love this website, the first three replies each stating a different system is the best for the OP.

Thats why I love gamers. LOL

Atomic Floozy22 Nov 2011 11:46 a.m. PST

I've played both TRWNN & 6GS:Blaze of Glory. Both will do what you want to do, but I like 6GS the best. I like the reaction system. I play several two hour wargames rulles. I think in anyone's case it will boil down to a personal preference between the card initiative mechanism of TRWNN & the reaction table mechanism of 6GS.

I really can not comment on Gutshot as I've not had an opportunity to play it.

John Leahy Sponsoring Member of TMP22 Nov 2011 12:05 p.m. PST

Hi, Inari nailed it. I am a BIG fan of Two Hour Wargames! I love their rules. But you simply won't get the 'Spaghetti Western' feel with them. Events will quickly fall from your control. In most genres that's an excellent concept. But it isn't as good a fit for this style of Western. I am not as familiar with Gutshot. So, I defer to Inari's comments. Based on your criteria, TRWNN are the only set that fits each item you listed. Both 6GS and Gutshot have their adherents and have some excellent points. But the bottom line is based on what you are looking for only TRWNN ticks off each requirement combined with being the only FREE set. I could add a lot more but suggest that you go ahead and take a look at TRWNN. You have nothing to lose and a LOT of fun to gain!

Thanks,

John

DyeHard22 Nov 2011 1:21 p.m. PST

My vote is for TRWNN as well:

Has a cinematic feel, but still quite gritty. The skill level of the gunmen really affects the play. The initiative system is tailor-made to what you said you want (the more skilled gunman has the upper hand, but still random moment by moment feel). And it is free. Hard to beat that combo.

It is for very few figures per player (ideally one to one)

advocate22 Nov 2011 2:05 p.m. PST

Inari7

Given it's a question of opinion it's not surprising that you get different preferences. Hopefully by people giving their reasons they supply information which can be of some use to the poster, rather than just saying 'I use X; Y and Z are bad'.

Mako1122 Nov 2011 4:17 p.m. PST

Thanks for all the responses, and detailed info.

I really appreciate it.

I already have Gutshot, so was interested in hearing how the other sets compare to it. 6GS sounds interesting as well, so I may have to check them out eventually too, since the concept of professions, and the different encounters they are likely to have would be fun.

Now, what's the difference between the free TRWNN, and the one sold by Foundry, other than having to pay for it, a cover, and possibly more artwork?

Are there additional rules, characters, a campaign system, fluff, etc. that might make a purchase worth considering?

Inari722 Nov 2011 4:45 p.m. PST

I would not buy the book, until you have played it first. There really Is not much diffrence between the two. I waited over a year to get the book after it came out. Just optional rules, and how to stuff.

John Leahy Sponsoring Member of TMP22 Nov 2011 5:38 p.m. PST

Yeah, while I own the book I used the free set for years. The book is mainly elaboration and further rules being provided (like for drunks, Indian Characters, the Army, Old timers, outdoor encounters, how to build towns and so on). If you become a fan then the hardback will probably be something you'll eventually want to pick up.

We just had a game this past Saturday. 8 players and close to 30 characters on the table. My sheriff and two deputies shot a lot of bad men up but were gunned down. My youngest son killed my Sheriff who was a Legend. I got payback by one of my deputies getting even with a shotgun in an alley!
grin

Thanks,

John

Mr Brightside20 Dec 2011 10:18 p.m. PST

Nobody could describe TRWNN better than John has but as an ardent fan I will say everything he says is absolutely true. No other rules really capture the chaos of a gunfight the same way for me at least. Depending on how you tweak your scenario (character skills levels, special abilities, weapons, and house rules) you can go from "real" west to "reel" west pretty easily. The rules seem to work especially well for Spaghetti Western style shootouts.

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