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Sep 22, 2009

Wild West Outlaws

Rules System Used: d20 Modern

Books and Materials Needed: d20 Modern Roleplaying Game (book), d20 Past (book), dice set (d4, d6, d8, d10, d12, d20), pencil, paper, a game master’s screen

Suggested Extras: Wild West movies, miniatures

Timeline: Late 19th Century

Location: Western United States

Number of Players Suggested: 2 - 6 (This campaign can work well with very few players.)

Limitations on Characters: The player characters are starting as outlaw cowboys (cowgirls). Obviously the d20 Past rules for the appropriate time period are going to be used. The status of "outlaw" imposes some limitations on the characters. Player characters will not be welcome in any of the towns (or most anyways) as there will be wanted posters of them hung up, and they are constantly hunted by the law. The characters should have Chaos and Evil as two of their allegiances (it doesn't have to be Evil if you don't want to, but Chaos should stay). The PCs should be outlaws not because they were in the wrong place at the wrong time, but because they're all 'round bad people. An optional rule to consider that I strongly suggest is to start all the PCs up at level 3 and make them take a feat that increases their reputation bonus as one of their feats. This would depict their outlaw status as well as make it easier for people to recognize them (not always good for the PCS, but it suits the background story). If possible, make everyone start with a horse. This will aid in their survival.

Monsters and Magic: There are no monsters and no magic.

Style of Campaign: This campaign is full of all the cliches of old and modern Wild West movies. The key to the PCs surviving in this campaign is careful travel and ranged combat. Diplomacy with other outlaws is also important as no law abiding folk would entertain your PCs' company. Sneaking around and trying to leave no trace of your movement is important. The PCs should be battling to avoid detection and to find enough food and gear to survive. Should they be detected they should be skilled enough in ranged combat to defend themselves.



Introduction: Waking up under the hot sun next to your horse you look at the rest of your gang as they're still sleeping. What will your weathered and tattered group do today? Maybe you'll go help a rancher build fences or rope cattle. Maybe you'll travel to an outskirts settlement and defend them from no good villainous folk.

Suddenly you hear horses approaching your camp... fast! Slowly turning your head you see the Sheriff from the last town you were in and a posse of men on the horizon. Your horse sees them as well and you can tell by the look in her eyes that she's thinking the same thing. Now you know what you're going to do today...

The same thing you do every day. Kill people, steal, and fight for survival: all in the name of fame, fortune and freedom!

Side Note:  Alternatively, the Serenity / Firefly RPG rules could be used for this campaign and the timeline and location could be changed appropriately.

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