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"Songs of Six Guns a Success" Topic


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Sespe badger17 Jul 2014 10:53 p.m. PST

Successfully introduced the wife to SoBH tonight. My son and I have played several versions. Our current version is AWI using Songs of Drums and Shakos.
My wife has loved RPGing with us in the west (Savage Worlds Deadlands), so I figured it was a good intro. I modified the SDS rules to wild west, broke out the town, and we had a go at it.
She discovered the hard way that even though you have a Q2 person, sometimes you roll two 1's… In the end, her lawman posse won a narrow victory over the bank-robbing desperado's.
She loved it, and now the 6-year old wants me to stat out her "littlest petshop" animals for a fantasy round. That's what I love about this game, I can have cowboys fighting skeleton archers fighting pink ponys…

Karellian Knight18 Jul 2014 5:00 a.m. PST

That's also what I love about the Songs rules. You're very lucky to have a wife who plays. You've inspired me to try SDS for the wild west.

The point about Q2 characters is very true as my friend discovered when my halflings roughly handled his vampire queen recently.

Tom Reed18 Jul 2014 6:02 a.m. PST

I'll bet the Vampire Queen secretly liked her rough halfling handling.

PapaSync18 Jul 2014 6:55 a.m. PST

Wow some Vamps can get real kinky, Halfling? Really? She must be from Bon Temp.

8)

Coyotepunc and Hatshepsuut18 Jul 2014 2:22 p.m. PST

Can you please post your Old West SDS mods? Thank you

Sespe badger18 Jul 2014 5:23 p.m. PST

-SDS rules, no formation orders unless military.
-one leader only. NCO can be picked, but uses full leader costs. Same NCO rules

Weapons: Use SDS costs.
-all rifles use rifle (10)
-Add 4 cost for scope, +1 each range band
-normal shotgun uses Musket (7), see range below
-double-barrel: can fire second barrel as second action. Cost 5 more
-sawed off- use blunderbuss rule
-all pistols are 2
-double pistols add 2, can shoot as second action
-holdout / derringers count as pistol(1), minus 1 range band

Out of ammo: If you roll a 1 on your shooting roll, toss another D6. On a second 1 you are out of ammo and must spend 2 consecutive actions reloading.


Ranges:
Weapon Base range Base Base +1 Base +2
Holdout pistol Short 1 0 Forget it
Pistol Short 2 1 0
Rifle Long 2 2 1
Scoped rifle Long 2 2 2
Shotgun Medium 2 1 0
Sawed-off SG Short 2(+1 touch) 1 0

Sespe badger18 Jul 2014 5:29 p.m. PST

Rats, I knew it wouldn't format well.

I also have various figures roaming around the town (swiped these ideas from other western games). They activate in rotation with everybody else.

Ideas from Blazing Dice and other games:
Hated: Do something bad and -1 to your Combat. Get a bad enough reputation and it becomes permanent.

TOWNSFOLK
The poor townsfolk are usually played as NON PLAYER CHARACTERS, but can of course be played by a person if they wish. Townsfolk activate in between players or in rotation. They will always use 2 dice for activation. Shooting Townsfolk is a cowardly act and means those doing so become HATED. Some townsfolk have special skills:-

THE DOCTOR – Will always move towards the nearest casualty. If he starts in base to base contact he will try his doctoring skill – A success stands up a fallen character for free. 2 successes revives a 'dead' character.

THE PREACHER – Will move towards the center of the fighting and try and put himself between the protagonists. If he passes a SKILL test all players in long range must stop shooting until he is moved away – (or shot!!).

SOILED DOVES – These may approach your CHARACTERS and entice them with their charms. If in base to base contact your CHARACTER must pass a SKILL test – a failure means they move off with the girl.

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