Due for a release…v0.9 is here!

As I was writing up the most recent battle report I realized all those little changes since v0.8 have added up, and v0.9 is different enough that I feel I should release it so people can base their opinions on the most modern version I have. So without further ado:


Download the Dinosaur Cowboys Rulebook v0.9 (PDF)


I still didn’t reach a satisfactory setup for pictures in the rulebook, so it’s still just plain text (aside from the logo). I might just do a “printable” version that has the pictures or something, but we’ll see. As with the last release the rules are looking and playing really solidly, so there won’t be any sweeping changes going forward. Just more small tweaks and fixes based on playtests and feedback (um, feedback, remember? Someone email me one of these days?).
Once I reach v1.0 (closer and closer!) I’ll put the game on RPGGeek and spread as much notice around the forums of the world as I can.

Changelog
Here’s how the Subversion log looks, and again this is the closest I have to a changelog:

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r1607 | svn | 2011-08-04 17:29:02 -0600 (Thu, 04 Aug 2011) | 1 line

Made Slowed also stop people from Charging, not just Run
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r1606 | svn | 2011-08-04 00:57:58 -0600 (Thu, 04 Aug 2011) | 1 line

Minor change to the maximums for some statistics
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r1605 | svn | 2011-07-19 12:46:47 -0600 (Tue, 19 Jul 2011) | 1 line

Formatting fix. The Modifiers Table keeps getting shifted
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r1604 | svn | 2011-07-18 15:10:37 -0600 (Mon, 18 Jul 2011) | 1 line

Another quick reference sheet minor fix
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r1603 | svn | 2011-07-18 15:07:45 -0600 (Mon, 18 Jul 2011) | 1 line

Fixed up quick reference sheet typo and formatting
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r1601 | svn | 2011-07-06 11:33:32 -0600 (Wed, 06 Jul 2011) | 1 line

Made Weather an optional rule
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r1600 | svn | 2011-07-06 11:25:11 -0600 (Wed, 06 Jul 2011) | 1 line

Made the Additional Ideas subheading under Variant Rules a bulleted list
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r1599 | svn | 2011-07-06 11:19:34 -0600 (Wed, 06 Jul 2011) | 1 line

Added Variant Rules section that fleshes out some alternative approaches for AR, Fumbles, Running, Melee, etc.
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r1598 | svn | 2011-07-06 11:15:29 -0600 (Wed, 06 Jul 2011) | 1 line

Added Variant Rules section with a few different ideas
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r1597 | svn | 2011-06-29 13:21:58 -0600 (Wed, 29 Jun 2011) | 1 line

Removed border from the top fields on the editable PDF roster
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r1596 | svn | 2011-06-23 15:16:57 -0600 (Thu, 23 Jun 2011) | 1 line

Split the Posse Roster into a form and blank version. The form could eventually be filled automatically using the Java iText library
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r1595 | svn | 2011-06-22 22:06:10 -0600 (Wed, 22 Jun 2011) | 1 line

Made winning an encounter award 30ND instead of 20ND to match what a kill gives, so it’s basically like a free kill.
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r1594 | svn | 2011-06-22 01:33:20 -0600 (Wed, 22 Jun 2011) | 1 line

Modified the Dinosaur HP IP cost table to have a matching header to the rest of the statistics. Woa and it’s 2am, whoops
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r1593 | svn | 2011-06-21 15:54:24 -0600 (Tue, 21 Jun 2011) | 1 line

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r1592 | svn | 2011-06-21 14:11:07 -0600 (Tue, 21 Jun 2011) | 1 line

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r1591 | svn | 2011-06-21 13:56:41 -0600 (Tue, 21 Jun 2011) | 1 line

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r1590 | svn | 2011-06-21 13:54:15 -0600 (Tue, 21 Jun 2011) | 1 line

Clarified the character/posse creation section so that spending IP is under the Posse instead of under the character, so that creating a character is basically Name-Allegiance-DDefault Stats
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r1589 | svn | 2011-06-21 13:32:23 -0600 (Tue, 21 Jun 2011) | 1 line

Added an example of creating a character (Quidel) to clarify that process. Also put in an IP cost for 3 to 4 MV (10) in the case of Dusters
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r1588 | svn | 2011-06-20 10:50:39 -0600 (Mon, 20 Jun 2011) | 1 line

Some editing and formatting, very minor
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r1587 | svn | 2011-06-17 11:20:06 -0600 (Fri, 17 Jun 2011) | 1 line

Changed token removal to just mention Moved and Acted, since other tokens normally persist
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r1586 | svn | 2011-06-17 11:16:02 -0600 (Fri, 17 Jun 2011) | 1 line

Removed Roar ability for Dinosaurs to keep them as pure melee only. This also meant their default RMC could be removed.
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r1585 | svn | 2011-06-17 00:46:43 -0600 (Fri, 17 Jun 2011) | 1 line

Put the main rulebook under a non-commercial Creative Commons license, which is useful to stop people from selling the rules. Also a minor reformat to ensure the List of Traits fits on a single page (by using the Posse Roster page layout and margins)
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r1584 | svn | 2011-06-17 00:11:17 -0600 (Fri, 17 Jun 2011) | 1 line

Added a Derringer, Saber, and Cutlass. Also modified some of the prices and damages
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r1583 | svn | 2011-06-16 23:45:04 -0600 (Thu, 16 Jun 2011) | 1 line

Bunch of minor updates and changes based on the playtest tonight. A few clarifications or exceptions added.
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r1582 | svn | 2011-06-16 23:36:39 -0600 (Thu, 16 Jun 2011) | 1 line

Make Dinosaurs have a default 8 RMC (for Roar)
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r1581 | svn | 2011-06-16 20:31:28 -0600 (Thu, 16 Jun 2011) | 1 line

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r1580 | svn | 2011-06-16 19:49:50 -0600 (Thu, 16 Jun 2011) | 1 line

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r1579 | svn | 2011-06-16 19:47:44 -0600 (Thu, 16 Jun 2011) | 1 line

Increased Horned HP since they cost a ton already
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r1578 | svn | 2011-06-16 19:43:49 -0600 (Thu, 16 Jun 2011) | 1 line

Renamed Leadership to Yeehaw, for a bit more flavor
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r1577 | svn | 2011-06-16 19:37:46 -0600 (Thu, 16 Jun 2011) | 1 line

Include D6s as necessary items, for Charge
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r1576 | svn | 2011-06-16 19:36:16 -0600 (Thu, 16 Jun 2011) | 1 line

Minor change to ensure IP and dollar values per kill are even
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r1575 | svn | 2011-06-16 17:03:50 -0600 (Thu, 16 Jun 2011) | 1 line

Fixed wording of Pulled ability
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r1574 | svn | 2011-06-16 16:57:22 -0600 (Thu, 16 Jun 2011) | 1 line

Made ND less rare
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r1573 | svn | 2011-06-16 16:54:44 -0600 (Thu, 16 Jun 2011) | 1 line

Removed Levels. Instead Posses match on IP and ND. In addition killing an enemy gives +IP and +ND, as done winning an encounter, instead of going by Kills. I attempted to maintain the values of each, so that Posses should grow in strength at a similar rate to before. The Roster had to be updated to reflect the new fields.
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r1572 | svn | 2011-06-16 16:23:00 -0600 (Thu, 16 Jun 2011) | 1 line

Touched up some of the riles
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r1571 | svn | 2011-06-16 16:13:58 -0600 (Thu, 16 Jun 2011) | 1 line

Changed and clarified how Charge works. Now it’s an Action that you can do if an enemy is within 6 inches. It gives +D6 inches of movement (in a straight line) and they can make a free set of Melee attacks with the Charge bonus afterwards. Basically the best way to enter close combat.
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r1570 | svn | 2011-06-16 16:03:32 -0600 (Thu, 16 Jun 2011) | 1 line

Added Natural Weapons as an item section. This includes Brawl and Beast types, basically unarmed attacks for humans and dinosaurs.
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r1569 | svn | 2011-06-16 15:43:41 -0600 (Thu, 16 Jun 2011) | 1 line

Made the Charge move grant an extra D6 inches if the target is not adjacent but is within 6 inches (aka they just fell short of the charge). The attack bonus is the same still
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r1568 | svn | 2011-06-16 15:26:28 -0600 (Thu, 16 Jun 2011) | 1 line

Added a few more traits to make the total list 56 items. Wowy zowy
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r1567 | svn | 2011-06-16 15:13:28 -0600 (Thu, 16 Jun 2011) | 1 line

Added a bunch of new Traits (some were Guild Wars inspired), so the total list has nearly 50. Had to format the doc a bit differently to fit them on one page, which meant adding a West Test header
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r1566 | svn | 2011-06-16 14:23:22 -0600 (Thu, 16 Jun 2011) | 1 line

Made the Bola an alternative to the Stun Gun
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r1565 | svn | 2011-06-16 14:16:41 -0600 (Thu, 16 Jun 2011) | 1 line

Cleaned up the Items. Got rid of Blind, added Slowed and Pulled. Made some custom Lassos. Added a Stun Gun, made Whip have Slowed. Added note in rules about Minimum Range. Added a note about Falling damage. Made Knockback be like Explosion in that it’s X” Knockback instead of always 1D6 inches.
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r1564 | svn | 2011-06-15 16:47:43 -0600 (Wed, 15 Jun 2011) | 1 line

Made some of the long range weapons have no Short range, namely those with Minimum ranges. For example Lever-Action rifles now have no Short range, instead a 4-14 Medium range
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r1563 | svn | 2011-06-15 16:07:10 -0600 (Wed, 15 Jun 2011) | 1 line

Clarified that an attacker can target either the dinosaur or passenger, and cleaned up the Mounted Combat section in general
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r1562 | svn | 2011-06-15 15:42:20 -0600 (Wed, 15 Jun 2011) | 1 line

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r1561 | svn | 2011-06-15 15:14:54 -0600 (Wed, 15 Jun 2011) | 1 line

Minor font size tweak. Injected refonted Items list into main rulebook
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r1560 | svn | 2011-06-15 15:10:31 -0600 (Wed, 15 Jun 2011) | 1 line

Forced some Courier fonts to Courier New. Also made the Items headers West Test. I think that’s all.
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r1559 | svn | 2011-06-15 14:35:16 -0600 (Wed, 15 Jun 2011) | 1 line

Renamed Quick-Reference.odt to match its name of Quick-Reference-Sheet.odt
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r1558 | svn | 2011-06-15 14:33:54 -0600 (Wed, 15 Jun 2011) | 1 line

Forgot Charge mod on the Quick ref sheet, which then needed to be ported to the rules. Copy pasting 3 times for one change sucks.
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r1557 | svn | 2011-06-15 14:30:32 -0600 (Wed, 15 Jun 2011) | 1 line

Added a Quick Reference sheet, which basically has the modifiers, turn options, combat procedure, etc. Also added Charge the Modifier table to ensure everything is listed. Reworded the Modifier descriptive text to suit.
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r1554 | svn | 2011-06-14 16:46:27 -0600 (Tue, 14 Jun 2011) | 1 line

Let’s get started on v0.9, woot
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Alternative Formats
I’m trying to move away from some of the harder-to-support file formats, but if you want you can still get the rules as ODT or DOC.

Scenario: Dinoegg Heist

I’m hoping to use this scenario in a game soon, instead of the usual stand up fight. I’m thinking of re-using the posses from my Keyes, Oklahoma Street Fight since they seemed well matched.

But yeah the basic idea is to have a fight over dinosaur eggs (dinoeggs), with the random element of a few wandering dinosaurs thrown in. Stealing a dinoegg awards more than the standard for killing an enemy, so that should motivate players to focus on the eggs. This is the first scenario I’ve tried to formally write up, so bear with me in terms of layout and balance.

Anyways here are the details of the scenario:

Scenario: Dinoegg Heist
Dinosaur eggs are prized possessions in the new wild west. Unhatched young of certain rare breeds can fetch hundreds of Neodollars, whereas common eggs are full of enough nutrients to feed a family for a week. This scenario represents two wandering posses stumbling across the same clutch of dinosaur eggs, and then trying to steal as many as they can.

Posse Restrictions: No Dinosaurs allowed.
Dinoegg stealing is a delicate matter and having a friendly dinosaur present can disrupt the process. The scent of another dinosaur can enrage the dinoegg parents or a stampeding beast can trample the precious dinoeggs.

Table Size: 48″ long by 36″ wide
In other words “My Kitchen Table”.

Table Setup: Setup the terrain as normal. No buildings should be used (as dinosaurs tend to avoid nesting near structures).

Posse Setup: Roll to randomize which Posse deploys at which long table edge. Roll again to see who deploys first.

Deployment: 2 members of the Posse must be placed within 4″ of the center of the table. The remaining 1-3 members are deployed within 6″ of their table edge.

Dinoeggs
Deploying Dinoeggs: D6 dinoeggs will be placed. Mark the center of the table, and place each dinoegg 2D12″ in a random direction (roll a directional dice or a D12 to represent the clockfaces to choose direction).
The 4 Posse members that deployed near the center of the table start with 1 Dinoegg each.
I recommend using Mini Eggs to represent dinoeggs – plus the players can literally eat their spoils after!

Using Dinoeggs: A Dinoegg has AR 4 and HP 4.
A single dinoegg can be carried by a character at no penalty.
Picking up, dropping, or transferring (to an adjacent ally) a dinoegg can be done for 1 Action Phase.
If an entity carrying a dinoegg is taken out of action, the dinoegg is dropped where they fell.
If an entity carrying a dinoegg voluntarily moves off a table edge they have escaped with the dinoegg.

Oviraptors
Deploying Oviraptors: At the start of each new Turn after the first roll a D12. On a roll of 8+ an Oviraptor appears to steal dinoeggs! The Oviraptor is deployed 6″ in from a random table edge.
A maximum of 3 Oviraptors can be in play at once.
The Oviraptor has the following modified “Ripper” statistics:

Oviraptor
Size S, MV 6, AR 1, MMC 7, BRV 6, HP 8, 2-2 A-D
Note: Can carry 2 Dinoeggs at once

Using Oviraptors: The Oviraptor is not controlled by either Posse, and is a mainly after dinoeggs. All Oviraptors act at once, and do so after all other Posse members have finished. The Oviraptor will move towards the nearest dinoeggs or nearest entity who is holding a dinoegg and try to pick up the dinoegg. Once the Oviraptor has 2 dinoegg it will move in a direct line towards the nearest table edge. If it reaches the table edge it has escape into the jungle with the dinoegg!

Victory Conditions: The game ends when either Posse is entirely taken out of action or off the table, or all the dinoegg are destroyed or off the table.
Aside from the usual Improvement Point benefits from a battle award the following:

6 IP and $30 = Dinoegg taken off the board or in possession.
-6 IP = Dinoegg destroyed.
1 IP (in addition to standard +3) = Killing an Oviraptor carrying 1 or more Dinoeggs.

Official Variant Rules

I had previously posted some ideas on optional variant rules for Dinosaur Cowboys. Basically it was a list of neat ideas that just barely didn’t make it into the core rules for a variety of reasons. In most cases it was because they would overly complicate the core rules, or slow down the game, or overwhelm the players with options. But all the ideas are still very valid and interesting.
So I cleaned those up and formatted them and put them in the v0.9 rules as a new “Variant Rules” section. I’ve also pasted that section below so you can see:


Variant Rules

These optional rules can be used by players to give a different feel to certain situations in the game. Both players have to agree ahead of time on which rules (if any) to use. Most of these variants were created where they may have added too much complexity to the game or changed the overall flavor.

Fumbles: Any unmodified rolls of 1 count as -1 Hit, to a minimum of 0 hits.

Armor Damage Reduction: Instead of modifying Miss Chance, Armor directly reduces damage equal to the Armor Rating.
For example being hit for 5 damage with Flak Armor (AR 3) would mean only 2 damage is done.

Miss Chance in Melee: Instead of using RMC for ranged weapons in melee, use MMC instead. Still apply the “In Melee” penalty.

Running Target: +1 Miss Chance against targets that Ran.

Variable Run: Instead of Run providing an additional 1/2 Movement statistic, roll a D6 as inches instead.

Purchasing IP: 1 IP can be bought for $10.

Mount Protection: Any riders add the Dinosaurs AR to their own when attacked while Mounted.

Downed at 0 HP: Instead of removing an entity when they reach 0 HP or less, place them face down instead. They can take no actions and cannot be attacked, but an ally can heal Hitpoints (using a Medpack, Whiskey Drop, etc.) to restore the Downed entity.

Yeehaw Action: Instead of allowing 1 re-roll in 12″, this ability can provide one free Action Phase to any entity (even one who was already Activated) in 12″.

Additional Ideas
Here are some other possible variants and improvements the players could extend and elaborate.

  • Can buy and set Traps like spiked pits, tripwires, etc. Deployed before battle and the X-Y coordinates (in inches) are marked down to keep them hidden from opponents.
  • Some kind of “quick draw” with Six-Shooters that lets you roll off / duel an opponent within short range.
  • Gatling Gun (or similar) that has variable D6 or D12 Attacks instead of a set number.
  • Fire rules for Molotov cocktails (maybe a X” wide patch that lasts until the end of the turn?), get same attack if target enters or is pushed into it
  • Weather effects (sandstorm, acid rain, etc.) and hazardous terrain (lava, quicksand, etc.).
  • Dinosaur equipment upgrades (armor plates, extra saddle, etc.).
  • Weapon upgrades (laser sight, etc.) that grant additional benefits to the gun, such as +1A or +1D.
  • Non-Dinosaur beasts (Sabertooth cats, Woolly Mammoths, etc.).

Creating a Character Example

I realized that in my Posse creation posts I’ve kind of (incorrectly) assumed the subprocess of creating a character was clear. Well, a post on DakkaDakka helped show me that the section is only 100% clear to me because I wrote the rules. When I try to read it through anonymous, first-time-player eyes I can see a few issues. The main one is that the actual spending of IP is kind of buried and convoluted. Plus the page with the actual IP costs isn’t labelled very well, so it’s just this random page full of charts.

So what I did was re-arrange and clarify that section. Now Creating a Character is basically choosing a name and Allegiance. Spending IP is done under Step 4 of the Creating a Posse process, and the charts are labelled better. What I might end up doing is just combining the two sections, since the whole back and forth between Posse and Character is confusing and seems slightly unnecessary now.

Anyways I also made a Creating a Character Example that steps through filling in the sheet for someone. I thought I’d replicate that section below so everyone can see how you make a member of the Posse.


Creating a Character Example

This example will demonstrate the process to create a character. Included is choosing and applying the Allegiance, improving statistics, selecting a Trait, and buying equipment.

Name: We name our character “Quidel”, and he’ll be the Leader of our new Posse. Since he’s a Leader he automatically gets +2 HP and +1 BRV, which means his starting statistics are:

MV 4, AR 0, RMC 8, MMC 8, BRV 7 (6+1), HP 10 (8+2)

Allegiance: Quidel grew up in Nevada and only knows the hardship of life outside The Wall. Therefore his Allegiance will be Duster. This means he has an additional +2 HP, but -1 MV. His statistics are now:

MV 3 (4-1), AR 0, RMC 8, MMC 8, BRV 7, HP 12 (10+2)

Statistics: The plan for Quidel is to advance across the field firing his ranged weapons before closing into melee. Therefore he’ll be passably trained in shooting and close combat without being overly specialized in either.
The first statistic to improve is Ranged Miss Chance. We’re improving from 8 to 7, which costs 10 IP (as shown in the table above).
Increasing his Melee Miss Chance from 8 to 7 is a similar cost of 10 IP. His statistics are now:

MV 3, AR 0, RMC 7 (8-1), MMC 7 (8-1), BRV 7, HP 12

Since he’s our Leader some additional survivability would help. To this end we purchase +3 HP. At 6 IP per +1 HP, we’ve spent an additional 18 IP. We’ll also give him a base Armor of 1 for 10 IP. His final statistics are:

MV 3, AR 1 (0+1), RMC 7, MMC 7, BRV 7, HP 15 (12+3)

Traits: Let’s decide to allocate a Trait to Quidel. In this case we’ll choose “Berskerer”, a solid Active Trait option that gives +2 Melee Attacks once per encounter.

Equipment: Finally we need to equip Quidel. A basic gun will do to start, so we check out the Ranged Energy Weapons list and decide on the 80KW Six Shooter (4A-0D) for $10. It’s cheap and relatively effective.
However Quidel deserves a better melee weapon, so $60 is spent on a Spear (4A-3D).
To maintain the survivability theme we’ll buy him a suit of Cloth Armor (AR 1) for $50, which increases his total AR to 2.
Finally we’ll give him a Small IRP for $10, which can be used to restore D6 HP.

In total we spent 48 IP and $130 to create this character:
Quidel - Duster Leader
MV 3, AR 2, RMC 7, MMC 7, BRV 7, HP 15, Berserker
80KW Six-Shooter, Spear, Cloth Armor, Small IRP

Preview of v0.9


Note! v0.9 has actually been released, so you don’t really need this preview. Go and download the official v0.9 here.


Well I haven’t been sitting idle after v0.8, and I wanted to share some of the progress. I thought by this point I’d just be fine tuning rules, but I actually made a few big sweeping changes for v0.9…enough so that I almost might call it v0.85.

Anyways the highlights are: Added a Quick Reference Sheet, added Slowed weapon ability, made custom exotic Lassos, added a few new weapons (Derringer, Saber, Stun Gun, etc.), added a ton of traits (over 50 total now), changed Charge to be an Action that gives +D6″ Movement under certain circumstances, split Brawl into Natural Weapons which also now includes Dinosaur attacks (like Trample and Gore), removed Levels and awarded IP/ND on a per-kill basis, renamed Leadership to more flavorful Yeehaw, put the rules under a non-commercial Creative Commons license, added Falling damage, general clarifications and editing.

So yeah, big list of stuff! Most of it is checked off from yesterday’s TODO list. I’m a big fan of the new Charge approach, and an even bigger fan of removing Levels. Now the 4 fields at the top of the Posse Roster are IP Total/Current and ND Total/Current, so you can compare with your opponent to ensure the IP and ND match.

Anyways if this sounds interesting please check out the preview and give me some feedback!

Download the Dinosaur Cowboys Rulebook v0.9 Preview.

I’m hoping to get the battle reports up next, and then maybe start on the Variant Rules section.

Completed the Quick Reference Sheet

I’ve been waffling on creating a Quick Reference Sheet, mainly because I find after one or two games a person knows the rules well enough to not need it. But I’m aiming to make this game easy for other people to play, and surely someone out there would like a one page reference of modifiers, available actions per turn, etc.

So with that in mind I whipped up a nice looking document. I’ve integrated this into the main rulebook (for v0.9) so this will be the only direct download of the PDF, since going forward you’d just print the last page of the rulebook and be done with it.

Anyways if you’re interested please download the Quick Reference Sheet (PDF). If you’re interested with how it looks, well, here is an image:

PS: West Test is such a great flavorful font! Except I totally forgot to set the headers in Items.odt (the weapons, armor, and equipment lists) to that font, whoops. Remedied now.

Version 0.8 available (and looking awesome)

Another Milestone
Celebrate for version 0.8 of Dinosaur Cowboys is here! It’s really starting to look professional, if I do say so myself. I’ve integrated the main rules, items, and roster into a single document, and really made it shine with a logo, some snazzy flavorful fonts, new table of contents and footers, a few new descriptive sections, and most importantly tons of fixes and updates as a result of playtesting (new Initiative system, new Standalone / Campaign Game section, new weapons and also some price changes, etc.).


Anyways get the goods here: Dinosaur Cowboys Rulebook v0.8 (PDF).


Changelog
I use Subversion for tracking my document revisions, and I figured I’d share the check-in log with you, since it’s as close to a changelog as I’m going to get. The points are ordered newest to oldest, from June 14th to July 6th (I didn’t even stop for a break after v0.7 you understand).

  • Put newly fonted Posse Roster into the main rulebook
  • Modified Posse Roster with stylized fonts, instead of basic Deja Vu Sans Mono. Now West Test is used sparingly, and Universalis Std is used for all the main headers. Definitely adds some nice variety
  • Made Level Up give $300, and member recruiment cost $200 inititally and $250 (down from $300) later
  • Made the Thickskull Small size instead of Medium, to match what Jurassic Park 2 had
  • Increased level up dollars to $200
  • Changed Lasso / Wrangle to just Lasso, to avoid confusion
  • Removed some needless headers from the table of contents. Re-organized some of the document sections, mainly to name ‘Time and Travel’ as ‘Campaign Game’ instead, which mirrors ‘Standalone Game’ section that was previously the new ‘Setting Up a Game’ section.
  • First draft of ‘Setting up a game’ section
  • Further reduction of melee weapon prices
  • Clarified how to write IP on the Posse Roster
  • A bunch of minor formatting, grammar, typo, and consistency changes
  • First draft of new Initiative system that relies on per-Activation rolls and ratio checks
  • Clarified Selling to only allow items $40 or over
  • Clarified the Elevation damage bonus to be 2 inches or higher above the target
  • Added a Lasso attack. 1-6 inches range, 1A-0D with Stopped. Can only be used while Mounted.
  • Alphabetical order for weapon special abilities
  • Added ‘Trip’ Brawl attack, 1A-0D with Stopped. Also formatted the index headers to match the West Test font
  • Made ‘Grenade’ plural, made ‘Web’ special into generic ‘Stopped’ (still no Movement effect)
  • Changed the column ordering for the weapons in Items.odt. Previously it went Ranges, A-D. Now it goes A-D, Ranges. This is to match the ordering in the Posse Roster, so that is easier to fill out
  • Decreased Reload values, such as 80KW from 3×1 to 1×1, just to get some more reloading going (only had 1 reload in 3 games, and it was 2×1 on a 6A gun). Clarified that Leadership can only be used on ANOTHER entity, not on self.
  • Noted that Surprise Hits don’t apply to targets in melee. New subsection talking about making a Bravery Test when the entity is already fleeing.
  • Tried re-saving as ODT specifically
  • Added a Pickaxe, prospector style
  • Tried the fun ‘West Test’ font for main headers
  • Testing a different title font and style
  • Added Table of Contents and Table of Figures. This meant marking headers as Header 1, 2, 3 styled, and also giving titles to the OLE objects in the doc.
  • Added page numbering to everything except the title page, charts, and roster
  • Added a logo, hooray. Basically a dinosaur skull with two crossed pistols underneath
  • Fixed up naming so ‘posse sheet’ isn’t used anymore
  • Minor formatting. Also added Posse Roster to the main Rulebook
  • Some document shuffling and renaming
  • Added Light Repeater and Heavy Repeater as alternatives to Low/High Burst Rifle. Also put the Items and Posse
  • Roster into the Rules, so that everything is in a single doc

Alternative Formats
I’m trying to move away from some of the harder-to-support file formats, but if you want you can still get the rules as ODT or DOC. Also you can download individual Posse Rosters as PDF or ODT, in case you don’t want to print directly from the rulebook (I personally like the single sheet approach).

Looking Forward
What will v0.9 look like? Well, it’ll have pretty pictures scattered throughout the rulebook, because deep down that’s all anyone cares about. I still want to test Armor as Damage Reducing instead of modifying the to-hit, but otherwise I don’t have any big changes or tests planned. Probably just get some more games in. I had looked into doing a Quick Reference sheet (as per my previous TODO), but honestly aside from the Modifiers table there isn’t anything that needs a summary or needs to easily be on hand.
Also once I reach v1.0 (my heart flutters just to write that) I want to add the game to Board Game Geek (or their spin off RPGGeek). Maybe even RPG Drive Thru as a free PDF (I should check what the requirements are for that). The more I can get the rules out the better, I figure.
Also as I mentioned there should be another battle report coming soon, and I hope to get one more after that with the full v0.8 rules (less of a playtest and more of a, well, flat out “play”).

Version 0.7 available

I’m hoping the upcoming battle report draws in some new visitors, in which case I want to have the latest rules available. So rejoice, version 0.7 is available below. Hooray! Besides some further playtesting (mainly around possible simultaneous resolution and initiative/activation), formatting (I want to put in more pictures!), and the usual last minute editing, it’s feature complete. This is the skirmish focused version of Dinosaur Cowboys, and I really like how the rules are playing.
You can see an example game that used these rules in my Encounter at Bosler, Wyoming – Battle Report post.

Anyways here are the goods, again as OpenDocument or PDF format, or online viewing:

Rules: ODT | PDF | View Online

Items (Weapons, Armor, Equipment): ODT | PDF | View Online

Posse Roster: ODT | PDF | View Online

Changes shaping up nicely

Until I get to playtest some more I’ve settled for v0.7 as the current, skirmish based release. My most recent changes are completing the Dinosaur section (including stats and costs) and a big reformat and edit of the main rulebook. Now the headers and subheaders and so on should be a bit more consistent in their style, and also I use standardized terms throughout the doc (for example to differentiate between human characters and dinosaurs).

I still need to insert an example Posse Roster and do some line breaks, but after that I’ll be in a state to post the rules. Look for v0.7 sooooon!

For now here is the latest list of Traits and the stats for Dinosaurs (click for the full size):

v0.7 Traits
Traits are always fun since it’s easy to add extra ones later if I brainstorm some up. Right now I covered the basics pretty thoroughly I think, and there aren’t any huge glaring “TAKE ME FIRST!” choices, which is good. I’m happy that I went two 2 categories of Traits (Active and Passive) instead of my original 3 (Active, Boost, Passive).
The original Active basically were like custom Critical Hits in the sense that they activated on a certain attack roll (like 11+) and applied an effect. The downside is it’s lots of book keeping, both in additional rolls and all the extra status effects involved.
Anyways now Active are like Boost, which are just power ups that last for a turn.

Traits list for v0.7

v0.7 Dinosaurs
As part of the Dinosaur section I did some work around Mounting/Dismounting, so basically it’s done in the Action Phase now. And I decided to keep Dinosaurs un-improvable, in the sense that you can’t spend Improvement Points to boost their stats. However you can spend money and buy a Dinosaur with higher HP ($50 per +1 HP).

In terms of the design idea I aimed to have herbivores have a different feel than carnivores. The main distinction was in the Attacks-Damage of each. Carnivores mainly go for one big attack that does a lot of damage (similar to how real world carnivores try to “bite to kill” or break the neck in one blow, etc.). So the big boy Titan is 1A-15D (the added bonus being a single hit can pretty much gobble up an enemy). Herbivores I decided would stomp and smash and use their natural weapons, so they have higher attacks and lower damage. An example would be the Longneck (herbivore equivalent of Titan in terms of size and cost) who is 10A-1D.

My other idea for Dinosaurs was to give them plenty of Hitpoints, since they could end up being a pretty big focus of attacks. Plus it helps distinguish them from plain humans by the sheer volume of attacks they can survive.

I’ve considered doing special equipment for Dinosaurs, and might get to that later. Basically treating Dinosaurs like Vehicles in other games, so then you can get cool upgrades like “Steel Ramplate” that does more damage on a Charge or “Extra Saddle” for more mounting space, etc. This gives more customization, and also an interesting approach of inexpensive “feral” dinosaurs who don’t have equipment, or high tech Dino-Riders style mounts.

Dinosaurs list for v0.7

Other Recent Progress
I’ve been making some great progress of the rules. Here are some highlights, biggest to smallest:

  • Added Improvement Point system for creating characters
  • First draft of Traits list (also removed the old Active category)
  • Huge rework of weapon, armor, and equipment prices (all lowered)
  • Increased Melee weapon damage
  • Fear renamed to Bravery, higher is better
  • Made Elevation apply to Melee as well as Ranged

Brawl!
Another recent change that I enjoyed was adding what I call “Brawl” melee weapons. These are attacks like punches, kicks, and shoves (actually those three exactly). Every human gets them for free, and always has them armed, so yeah, it can be a nice alternative to shooting in close combat. The damage isn’t toooo crazy, but I feel I split them pretty well. Punches are 2A-1D, Kicks are 1A-2D, and a Shove is 1A-0D with Knockback. I could see adding cool other attacks like Trip, Haymaker, Headbutt, etc. Maybe a cost in dollars to represent training that attack. But yeah, it lends a neat bar room brawl or street fighting feel to some of the melee situations.

Facing
I also put in rules that make Facing matter. So each character can only see and fire in the 180 degree arc in front of them. I’m not sold on this idea, so I’ll have to see. On the positive side I think it helps tactical play as you can outflank your enemies and actually see a bonus in that regard. On the downside measuring arcs can cause arguments, and a lot of other skirmish games seem to assume 360 degree vision/arcs. Like I said, we’ll see. I started a discussion on the DakkaDakka forum about facing in skirmish games, so we’ll see where that goes.

Anyways I’ll be posting revised rules soon (probably after finishing the Dinosaur section), so keep an eye out for that. Hopefully next week!

Preview of skirmish focused updates

Although the following was rather tedious to format from the actual rules doc copy-paste, I figured it was worth it to give a feel for some of the changes. The most obvious change is how simple and small the core rules are, which is a good thing as 1-6 people per side has a way of complexifying (haha ridiculous word) every situation.

Anyways I’ll be working on character / posse generation next, then Dinomounts, some touchups to the History section, then bringing all the items up to speed. A playtest this week is looking less and less plausible (rather busy), but perhaps this weekend (especially Sunday).


The Turn

The passage of time during combat situations is tracked using Turns, each of which contain the 2 Phases of Movement and Action.

Turn Pass: Anyone can pass or skip their Turn as they please.

Phase Order: Each entity can perform their 2 Phases in either order: Movement then Action or Action then Movement.

Movement Phase

During the Movement Phase an entity can maneuver and position around the terrain.

Option 1 – Standard Move: Move any number of inches in any direction up to an entity’s Movement score.

Option 2 – Charge Move: Perform a Standard Move in a straight line directly towards a target. If the target is reached the attacker gains a Charge bonus in melee (see the Combat section below).

Moving Through Entities: An entity can move through friendly entities, but not through hostile entities.

Difficult Terrain: When entering or crossing any terrain but flat plains (such as trees, hills, etc.) an entity must use double their Movement to continue.
For example a player can spend 2″ of Movement crossing flat plains to the edge of a forest (Difficult Terrain). To move through the 6″ forest they would need to spend a further 12″ of Movement. Or a player can spend 4″ of Movement to climb a narrow slope 2″ long.

Action Phase

During the Action Phase an entity may perform a single complex task, such as firing a gun or using an item.

Option 1 – Use a Weapon: Perform an attack either with a ranged weapon or a melee weapon.

Option 2 – Use an Item: Apply an item from your inventory to yourself or another friendly entity (ie: medpack, whiskey drop, etc.).

Option 3 – Reload a Weapon: A weapon is reloaded.

Option 4 – Run: Perform a Standard Move instead of this Action Phase.

Combat

Since the dawn of mankind there has been violence. The re-emergence of dinosaurs has done little to slow the carnage. In fact, if anything, it has accelerated the technology involved in weapons. Battles can be fought at a distance or in hand to hand.
This section will outline the rules for simulating fights between characters and the various creatures and humans who wish them harm.

Ranged Attack: If the attacker can see the target and are within maximum Range of your weapon, you can attack them in the Action Phase with the ranged weapon.

Melee Attack: Two or more combatants are considered in melee combat if they are within 1″ or less of each other. They can attack with a melee weapon in the Action Phase.

General Combat Procedure

Step 1 – Attack Roll
Roll a D12 for each Attack of the ranged or melee weapon.

Step 2 – Determine Hits
Use the Ranged Miss Chance for ranged weapons, and Melee Miss Chance for melee weapons.
Apply any modifiers to the associated Miss Chance. Every Attack Roll greater than or equal to the modified Miss Chance is a hit.

Attack Roll >= (Miss Chance +/- modifiers) = hit

Step 3 – Apply Damage
Add the count of all hits to the weapon Damage. Apply any modifiers to the total. Subtract this number from the target Hitpoints.

Hitpoints – (count of hits + weapon Damage +/- modifiers)

Critical Hit: Every unmodified Attack Roll of 12 is a Critical Hit, and counts as 2 hits.

Surprise Hit: If the target is unaware of an incoming attack each hit is a Critical Hit.

Automatic Hit and Miss: A roll of 12 is always a hit, and a roll of 1 is always a miss, both regardless of Miss Chance and modifiers.

Modifiers: There are four primary modifiers: Armor, Range, Cover, Elevation. See the table below for when and how they apply:

Armor: +AR RMC
Short Range: -1 RMC
Long Range: +1 RMC
Cover: -1 Damage
Elevation: +1 Damage

Ranged Combat Special Cases

Reload Value: Each ranged weapon has a Reload value as part of their statistics, such as 2×1 or 3×1. This number represents how likely and often the weapon will need to be reloaded, but it can also represent jamming or overheating.
If the count of unmodified Attack Roll dice that rolled 1 are greater than or equal to than the Reload value, the weapon needs to be reloaded.

How to Reload: An entity must spend an Action Phase doing nothing but Reloading a gun before it is usable again.
Note that only a single ranged weapon can be reloaded each Action Phase.

Melee Combat Special Cases

Charge Bonus: +1 Attack if the attacker performed a Charge Move to enter melee combat with the target.

Snap Attack: If a target leaves close combat (such as to flee), any attackers in close combat with them can perform a free melee attack.

Firing in (or into) Melee Combat: There is no penalty for using ranged weapons in close combat, or firing into an existing close combat.

Examples

Basic Ranged Example: Firing a 200KW Six-Shooter (4 Attacks, 2 Damage) with 7 Ranged Miss Chance. The target has no Armor, is not in Cover, and is at Medium Range, so no modifiers are needed.
Step 1: Roll 4D12 (because of 4 Attacks) resulting in 9, 6, 12, 3.
Step 2: Need a 7+ to hit (because of 7 Ranged Miss Chance). So the rolls of 9 and 12 hit. A 12 is a Critical Hit so it counts as double hits. In total there are 3 hits.
Step 3: Add base Damage of the weapon (2) to the total hits (3) for 5 total damage. Reduce the target’s Hitpoints by 5.

Complex Ranged Example: Firing a 400KW Lever-Action Rifle (3 Attacks, 4 Damage) with 4 Ranged Miss Chance. The target has 2 Armor and is at Short Range behind a tree (in Cover). The total Miss Chance needed is 5 (4 base + 2 Armor – 1 Short Range).
Step 1: Roll 3D12 resulting in 7, 7, 10.
Step 2: Need a 5+ to hit, so all rolls hit. In total there are 3 hits.
Step 3: Unmodified total damage is 7 (3 hits + 4 Damage). Target is in Cover, so modify the damage by -1, for a total of 6. Reduce the target’s Hitpoints by 6.

Basic Melee Example: Using a melee Long Sword (2 Attacks, 3 Damage) with 9 Melee Miss Chance. The target has no Armor.
Step 1: Roll 2D12 (because of 2 Attacks) resulting in 5 and 11.
Step 2: Need a 9+ to hit (because of 9 Melee Miss Chance). So the roll of 11 hit.
Step 3: Add base Damage of the weapon (3) to the total hits (1) for 4 total damage. Reduce the target’s Hitpoints by 4.

Complex Melee Example: Charge Move with a melee Spear (4 Attacks, 2 Damage) with 5 Melee Miss Chance. The target has 3 Armor. The total Miss Chance needed is 8 (5 base + 3 Armor).
Step 1: Roll 5D12 (4 base Attacks, plus 1 for Charge Bonus) resulting in 5, 1, 11, 7, 9.
Step 2: Need a 9+ to hit. So the rolls of 9 and 11 hit.
Step 3: Add base Damage of the weapon (2) to the total hits (2) for 4 total damage. Reduce the target’s Hitpoints by 4.

Fear Test

A Fear Test represents an entity trying to maintain their will to stand and fight against tremendous and terrifying odds or situations. Failure represents shaking in their boots and cowardly tactics like running away.
This section will explain how and when to take Fear Tests, and the consequences of failing them.

When to Fear Test: If an entity suffers Damage greater than or equal to half their starting Hitpoint value in a single Turn, a Fear Test is immediately required.
For example a character had 12 starting Hitpoints and is now at 10. They suffer 7 Damage from a single attack. The Damage is higher than 6 (half their starting Hitpoints) and therefore they must perform a Fear Test.

Damage >= (starting Hitpoints / 2) = Fear Test

How to Fear Test: Roll a D12 for the Fear Test. If the result is greater than or equal to the tester’s Fear score, they have failed the Fear Test and are Fleeing.

D12 >= Fear score = failed

Fleeing: At the start of the Fleeing entity’s next Turn they must automatically perform a Standard Move directly away from the nearest enemy. They may then perform an Action Phase normally.

Preliminary “Posse Roster” sheet

I’ve rewritten the Turn and Combat section to be even slimmer and more elegant. The main change was adding a “Ranged Miss Chance” (RMC) and “Melee Miss Chance” (MMC) that are used as a base to-hit number. There are a couple of modifiers to this number, mostly around range, cover, and armor. But basically you need to roll greater than or equal to the final modified RMC/MMC to hit the target, then damage is calculated as before.
I’ll need to rework the armor list, since AR is a plus bonus instead of a flat value. For example a Vectran Vest would be +2 AR, which means a firer with a base RMC of 5 would need a 7+ to hit (5+2 = 7). I like having the Miss Chance where you still need to roll above some number, and also having a lower score makes sense, instead of something like a flat “Ranged Skill” where you need to calculate the to-hit value by doing subtraction (such as Max Ranged Skill – Current Ranged Skill = target number to hit).

I also made the Fear Test rules. Now a Fear Test is taken when an entity suffers damage greater than or equal to half their starting Hitpoint value. So if they had 10 HP, any attack that does >= 5 would trigger a Fear Test. Failing means they Flee away from the closest enemy at the start of their turn.

And I’ve done a preliminary mockup of the Posse Roster sheet, which you can download or view below. Basically 6 shrunken stat blocks combined on a single page. I REALLY like how the grayed out images in the background of each stat turned out, since I think it adds a little variety and spice to an otherwise boring line of stats.

Posse Sheet: ODT | PDF | View Online

Anyways I do have one concern with all these changes. I’m starting to feel like I’m just re-inventing a Games Workshop based game, but with D12s instead of D6s. I guess because of the whole to-hit mechanism being based on some stat (RMC could be Ballistic Skill, and MMC could be Weapon Skill)…but then again that’s a preeeetty common idea in games.

I’m going to try to get a playtest of two Posses this week, so we’ll see how that works. For now I’m going to work with alternating activation rules, so you move a single figure, then the enemy does, and so on. We’ll see if this approach makes it into the final rules.

Hired Dusters and skirmish ideas

A week of no playing can sure turn into a month of silence easily, especially with a few days of travel here and there thrown in to disrupt my schedule.

Minor Rule Updates
Anyways I did some very minor rule tweaks, but figured I should mention them here before I get to the meat of the post:

  • Swapped the name of Boost and Passive Traits so Passive are static, always applied bonuses while Boost are once per combat abilities.
  • Added a “Deficient Weapon” section detailing damaged guns with reduced stats, such as prefixes like Old, Rusty, Dented. This is useful for keeping enemy weapons consistent.
  • Reduced Machete damage to 3 (from 4) to balance against the Hammer. Raised the price of the Hammer from $100 to $120.
  • Added Trait Strain Weapon II (+4 Damage) instead of just one tier.
  • Dinotype Diet changed from ‘V’ for Vegetarian to ‘H’ for Herbivore, to match ‘C’ for Carnivore. Thrilling!

Like I said, mostly minor!

BGG
The rules got a bit of exposure thanks to the BoardGameGeek forum thread I posted a while back. I figure once I finalize the rules I’ll add my game to their database, since that’d be cool to have and be able to look back on. Plus as I take more gameplay pictures I can put them up there.

Hired Dusters
Now for the main task I just completed. I was motivated to look closer at the game from a skirmish angle (compared to a standard RPG approach) because of the possibility of a one-off game tomorrow. I remembered how smoothly the Bandits vs Town battle went in a previous game, even with a lot of combatants, and thought it might be neat to have a similar one time game.
I thought I could give each player (me and two other people) a set amount of money. They would generate a Level 4 character plus choose a Dinomount (balanced against the other choices, since currently there is no “ranking” to the strength of Dinomounts). Then a separate pool of money would be spent on hirelings, which would be simple NPC Dusters they can move and fight with in a skirmish style scenario.
So yeah, I generated stat sheets for 9 types of level 2 Hired Dusters with a variety of strengths, abilities, and weapons. The final list ended up being: Hired Duelists, Cattleguards, Riflemen, Archers, Hatchetmen, Grenadiers, Berserkers, Sluggers, and Survivors.

Anyways here is the stats document for them, in the usual OpenDocument and PDF format:

I’m kind of excited at this idea, and also how easily the game molds itself to skirmish scenarios. I figure we could try a straight out pitched battle, or perhaps a capture the flag type scenario where teams have to run unhatched dinosaur eggs back to their base or something.

I think I need to add a few clarification notes to the rules, or some kind of “shorthand tricks” section. This would be necessary for stuff like tracking HP with dice beside the figure and just using a single sheet for each batch of NPCs. Or basic gameplay methods I use, but don’t really record anywhere.
Plus I was looking on the USA Library site for old (circa 1900s) images of cowboys and the west that I can insert into the rulebook to make it look a little more professional. I have trouble with advanced layout and styling in general though, so most of my rules end up being plain white documents with masses of paragraphs.

But yeah, even if I don’t get a game in tomorrow (…basically letting my friends choose what they want to play) I’ll still try to do a battle report sometime this weekend (Sunday likely). I think I’ll be more motivated to do that since I now have some definite sheets to choose from.

Easier Viewing of Documents
I don’t know why I didn’t think of this earlier, but I’ve now updated the Latest Rules section with a “View Online” option that opens the PDF right in your browser thanks to Google Docs Viewer. I figure this’ll help for people who want to just glance at the rules without having to download them all. But yeah, going forward all future PDF documents (if there are anymore!) will have a similar link.

v0.5…halfway there?

Well here is v0.5 of Dinosaur Cowboys. My version numbers are sort of off considering this beauty might jump right up to v1.0 in no time. Unlike my last release these rules are now feature complete, including all items, weapons, traits, sheets, etc. I still want to playtest them more, do some refining and reformatting as I go, and keep a running document of enemy sheets that can be used. But yeah, in general things are ready to rock.

I have a game coming up on Thursday, and will hopefully have a less busy week soon to sit down and do some more playtesting myself.

Anyways here are the goods, again as OpenDocument format or PDF:

Rules: ODT | PDF

Items (Weapons, Armor, Equipment): ODT | PDF

Character Sheet: ODT | PDF

Sidekick / Enemy Sheet: ODT | PDF

Here be Traits

Well the turn around on removing Damage Tracks and creating Traits was faster than expected. I ended up going for Active, Passive, and Boost Traits.

Active are the ones I talked about yesterday that you use when attacking. Things like Crippling Shot. Each has an Activation Number, and if any of your Attacks are greater than or equal to the number, you get to apply the effect of the Active Trait to your target. I ended up solving the “high attack guns become overpowered” bit by modifying the Activation Number based on your number of attacks.

Passive are once per combat abilities that normally give high temporary boosts (like +5 Movement or something), or special effects (like instantly reloading a weapon). I didn’t get too into custom rules here to keep the game at a light skirmish level, and I also tried to have any temporary bonuses go directly to existing stats, instead of things like “Now you get +2 AR from cover!”.

Boosts are flat, static modifiers to existing stats. Like +1 Movement. Hooray…not much to say about them.

I did rules for “Re-Learning Traits” to allow people to re-skill their choices. Then I filled in info on the 3 categories, dropped the Damage Track section, and off I went. Oh I also redid a bit of the Dinotypes table so that it has a +HP column. Then all the related changes to character / sidekick sheets, etc.

I was mildly tempted to have most of the Traits have witty references to popular culture, or be more Fallout style with cutesy names, but ended up going for basic, descriptive names instead. I didn’t think that pop culture references would age well (already Guild Wars: Nightfall skills are looking a little silly) and fun names are JUST fun, but make it difficult to read the list and decide what you want.

Anyways, 22 Traits which totals 36 if you include the various stages (ie: Toughness I, II, and III). Maybe more to come later (send ideas if you’ve got ’em!), but I’ve pretty much exhausted the most obvious options. I think there is plenty of selection considering you only get 9 Traits by max level.
Here is the current list pulled straight from the rules:

Click for full, unsquished size

I figure I’ll post the updated rules tomorrow, since I’m out of energy to do it right now. Then I plan on some playtesting sometime next week…hopefully (it’s looking pretty busy already), and maybe a game or two with real people to cement more testing.

A slew of posted documents

Well I figure it’s time for an update. As usual the weekend filled up with non-Dinosaur Cowboy related activities, but I still got the Sidekick sheet done before, and then did some rule formatting earlier today. My TODO list is looking pleasingly small now, with the big leftover sections summed up as “Traits, Dinocards, Enemies”. Here’s the actual document I’m tracking from:

Rules.odt
- Finish Traits
- Finish Dinomount section

General
- Make Enemy cards
- Make Dinocards
- Make example jobs / campaign?

I am having a playtest with someone else on Thursday, and am going to try to get a short game in before then (maybe tonight or tomorrow). Dinocards and the Dinomount section in the rules are my next priority, as well as some basic Enemies. I’ve still been stewing over Traits, and that list will probably be the last thing I put in.

And now for the latest version of all the documents I’ve been working on, again in ODT or PDF format:

Rules: ODT | PDF

Items (Weapons, Armor, Equipment): ODT | PDF

Character Sheet: ODT | PDF

Sidekick / Enemy Sheet: ODT | PDF

I’ve had less to brainstorm and think about as less sections remain overall, so that’s why the post frequency has slowed down. Now I mostly am nose-to-the-grindstone working away at the rules and hammering out the actual implementation instead of just thinking about the mechanics.

Hooray so exciting seeing the project come together!