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Weird West Roleplaying Game Basic Rulebook
Publisher: Robertson Games
by Cody C. [Verified Purchaser]
Date Added: 05/06/2011 08:46:59

One of my favorite subgenres of roleplaying games is the "Weird West" subgenre. Something about the idea of having a game set in the Wild West, but having magic-users and monsters running around really appeals to me. so, I shouldn't have to explain my reasoning for picking up the Weird West Roleplaying Game from Robertson Games.

The first thing you will notice is that the PDF for Weird West is very slim, presenting only the system and is strait to the point. You won't be getting a premade setting with this book, just the rules. While some would see this a problem, I really don't. I actually kind of like it because it allows for the GM to drop in whatever setting they want and allows both the GM and the players to better grasp the rules.

Characters in Weird West have 4 attributes that define their natural abilities. The four attributes are Fighting, Grit, Magic, and Skill. The players allocate 4 points between their attributes to create their character, with at least one point in Grit. I rather like this because I like some simplicity in some of my roleplaying games.

After that, a player than chooses a "path", which is somewhat like a class. the paths are Adventurer, Gifted, Fighter, and Magician. Each path allows a player to advance one or two of their attributes (like the Adventurer advancing Fighting and Skill every 2 levels). Again, I rather like the simplicity presented in the paths with more of a focus on roleplaying over mechanics.

Characters also have a number of magic spells and weird abilities. Examples of some of them are Electromancy, Fastest Gun in the West, and Shaolin Monk. There aren't a lot of weird abilities presented, but it should be rather easy for a GM to create some more to fit his specific campaign setting.

The game uses two different mechanics for combat and task resolution. In combat, you roll a d20 and consult a chart to see if you hit or miss. For task resolution, you use a d6 and try to beat a challenge rating set by the GM. While the mechanics aren't that complicated, I wonder why combat and task resolution couldn't have a similar mechanic instead of two different ones. This seems to add a bit of unnecessary complexity to an otherwise rules-light game.

While I'm not a fan of the two different mechanics for combat and task resolution, I like the the rest of the game. Would this rival a game like Deadlands? Not really, but it's still a nice little game. Also, since it is only costs $1 at Drive Thru RPG. Because of how cheap it is, I would recommend it.

[4 of 5 Stars!]
Weird West Roleplaying Game Basic Rulebook
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