Brawl at Watterson – Windy River Day 1

DC-Windy-River_Game1-0005
Well I finally got some time to sit down and play my first game in the Windy River test campaign featuring the Drylands Expedition (PDF).

windy-river-day1The posse entered the map in the top left corner, simulating them continuing their south-east journey from Hope to the remote corner of Wyoming that contains Windy River. The scale of the map was 1 hex = 3 miles. Quidel had the slowest Movement of 3, which put them at 3mph overland speed, so 18 miles per day (or 6 hexes). Quite a range! Normally a larger map would have a scale of 1 hex = 1 mile, but for convenience sake (since Quidel has 3 MV) the 1 to 3 ratio was used for this campaign.
They walked along the broken and cracked pavement, stopping for a brief lunch outside of the town of Watterson. The flat plains around them didn’t affect movement at all, so the Drylands Expedition reached Watterson in the afternoon.
Quidel planned to head to the only saloon in town called The Dusty Claw. Gibson was in charge of Dwaal, so he went to the stables with the dinosaur. Crazy Rhodes took out a bottle of whiskey from his seemingly endless supply and headed to the jungle at the edge of town to drink. Eager to be “rebellious”, Amp also went with him.
Here is how the town of Watterson looks:
dc-windy-river_game1-0006
DC-Windy-River_Game1-0012Most townsfolk were still out hunting, patrolling the roads, gathering supplies, wrangling dinosaurs, etc. so the town was fairly empty. The barkeep (and part owner) Ortiz was available to talk to Quidel about the area. A stablehand helped Gibson with Dwaal. And a few rough looking characters were around town.
One named Pickaxe Pete was helping load barrels at the Warehouse. Although unknown to the Drylands Expedition, his friend and ally The Smecker was busy harassing a girl in the small house directly north of the stables. And the leader of their little gang was Ruth Storm, who had been drinking all day in The Dusty Claw after losing a new recruit to a rampaging Horned dinosaur.
You can imagine how this will go.


Campaign Variant Rules: Last Man Standing, Dual Wield
Local Variant Rules and Features: Clear Day, Town, Road, Out of Supplies (represents a loose no weapon policy in the town)
DC-Windy-River_Game1-0002
Pictured above are the Etchglen Hunters, a local posse that poach dinosaurs in the jungle south of the town. Download their PDF posse roster


Turn 1 – A Fight Breaks Out
DC-Windy-River_Game1-0013Inside The Dusty Claw, Ruth misinterprets a comment Quidel makes to Ortiz, which she reasons out to be an insult to the town. Smashing her half empty glass on the table, she starts yelling at Quidel. The debate turns heated, and unknown to the two posses outside, Ruth takes a swing at Quidel with the remnants of her glass.
The Etchglen leader misses the Drylands leader. Quidel is quick to react, but doesn’t want a big issue with the town, so he opts for a Brawl attack called Trip (which would apply Stop to Ruth). However he misses, and settles for moving out the front door of the saloon.
Here are the positions of everyone outside:
DC-Windy-River_Game1-0015DC-Windy-River_Game1-0016
DC-Windy-River_Game1-0019DC-Windy-River_Game1-0021
Left to Right: Jungle Fang, the Raptor of Etchglen, is just returning from hunting food outside of town (since the posse are too cheap to pay stable fees). Gibson talks to the stablehand with Dwaal nearby. Amp and Rhodes drink in the thin jungle near the edge of town. The Smecker in the house north of the stables, unknown to Gibson.

As Quidel emerges from the saloon, his brow furrowed in anger, Gibson notices from across the road and calls out to him. “Just a crazy drunk woman in there. Better round up everyone, she might have friends,” Quidel shouts back. His complaint is loud enough that Pickaxe Pete, at the nearby warehouse, hears the pair. The man is desperately defensive of Ruth Storm, and instantly drops the heavy barrel he was loading and tries a long 6″ Charge at Quidel. Unfortunately he didn’t roll high enough on the distance so is left aggressively posturing a few inches away.
DC-Windy-River_Game1-0025

Gibson sees the man approaching, and even though he isn’t too enamored with Quidel, he at least doesn’t want to see some local drive a pickaxe into the Duster Leader. Luckily the “Out of Supplies” Feature doesn’t affect Gibson since his Laserbow never has to be Reloaded. So he pulls back on the charging string and lets a blast of energy fly at Pickaxe Pete. Perhaps subconsciously wanting to avoid a lethal confrontation, Gibson misses his shot.
Following his friend’s lead, Dwaal snaps free of the stable harness and tries to Charge at Pickaxe Pete, but also fails his distance roll.
DC-Windy-River_Game1-0027DC-Windy-River_Game1-0029

Hearing the laser blast, The Smecker drops the girl he’s harassing and slams out the front door, loading charges into his double barrel shotgun as he approaches.
Meanwhile, stirred by a dinosaur aggressively moving towards it’s master, Jungle Fang boldly strides up the road and easily succeeds at Charging the unsuspecting Quidel. The Raptor lunges and lands on top of Quidel, clawing and tearing wildly. Quidel takes 7 damage from the attack and fails his Bravery Test!
DC-Windy-River_Game1-0035

Seeing a commotion further down the road, Rhodes and Amp put away the bottle of booze and advance across the pavement. Along the way both unholster and Reload their weapons in preparation for trouble. Meanwhile the stablehand dives for cover, and Ortiz hastily tries to kick the angry Ruth Storm out of his saloon.
That’s the end of turn 1. At this point I should mention the Objective, which is Strike Fear. Although this was a random roll the Objective seemed well suited since neither posse wants a bloodbath on their hands, and are really just trying to route and shoo away the other gang.
The first Posse to cause 4 Bravery Tests against the enemy wins. Note that taking an enemy out of action counts towards this goal. So you could cause three Bravery Tests then kill one of the people that took it, and that’d be enough to win.


Turn 2 – Conflict Escalation
DC-Windy-River_Game1-0038Pressured by Rhodes, Amp lines up a long distance shot (possible thanks to the “Clear Day” Feature) at Pickaxe Pete, who is clearly in line to attack Quidel. Amparo’s steady hand lets him land the impressive shot, hitting for 7 damage (2 hits, one of which was a Critical). Suddenly awash in searing pain from an unknown direction, Pickaxe Pete fails his Bravery Test and will Flee.
DC-Windy-River_Game1-0043Still growling and viciously snapping at Quidel, Jungle Fang continues his relentless assault. The dinosaur hits again for another 7 (that 1A-6D on RMC 6 is brutal!). Before Quidel can even react, he is taken out of action. Can you imagine leaving a saloon and having a Raptor leap on you and claw you nearly to death? Jungle Fang finishes his impressive Activation by moving towards his next victim: Gibson.
Since Quidel was the Leader and was taken out of action, every other character in the Posse needs to take a Bravery Test. And guess what? They ALL fail! Luckily Bravery Tests incurred by a Leader dying don’t count towards the number needed to win.
Hearing Quidel’s pained yells and seeing the blast of energy from Amp’s shot, The Smecker moves closer to the unsuspecting Gibson and unloads a single barrel of super heated plasma. The attack benefited from the “Shot in the Back” rule (10+ would Critical instead of just 12), but unfortunately the shot misses.
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As he’s Fleeing away, Gibson sees the blast of energy from The Smecker fly over his shoulder. Quickly the man turns and fires his Laserbow at The Smecker, hitting with a Critical for 7 total damage, which causes the coward to Flee.

DC-Windy-River_Game1-0045Furious at seeing his friend hurt, Dwaal screeches and Charges at Pickaxe Pete, who was already marked Fleeing. Unfortunately the flailing, small dinosaur fails to connect with any claws.
Pickaxe Pete, disorientated and still Fleeing, heads his Movement of 6″ directly away from Dwaal. Desperately the man tries to Charge back in, but fails the distance roll and stays where he is.

Rhodes completes his mandatory Fleeing movement down the road, then reverses and Runs back towards the fight. Ruth Storm drops the rest of her glass and stumbles outside to see what the fuss is about. She nearly trips on the prone, bloodied body of Quidel. Shaking her head to try to sober up, the Etchglen Leader reloads massive batteries into her Handcannon.

At this point Quidel had failed a Bravery Test and was taken out, so Etchglen has a score of 2. Pickaxe Pete and The Smecker failed Bravery Tests so Drylands also has a score of 2.
Etchglen: 2
Drylands: 2


Turn 3 – Blood in the Streets
DC-Windy-River_Game1-0049Ruth Storm edges behind her loyal dinosaur Jungle Fang, using his tail both as cover and as support for her shot. Aiming she fires at Dwaal, who is exposed after Pickaxe Pete fled. The shot connects and wounds the dinosaur for 9 damage, which adds a Panic token.

DC-Windy-River_Game1-0048Further up the road Amparo, still Fleeing from Quidel being taken out, completes his mandatory movement then does an extreme distance shot at The Smecker, who is busy menacing Gibson. The shot hits for 8 damage and takes the man out of action. Amp has been consistently impressive so far this battle. Drylands now has a score of 3.

Having calmed slightly at having Ruth so close, Jungle Fang still knows what it must do. Moving forward from being The Dusty Claw, the carnivorous Raptor Charges Dwaal, hitting once for 7 damage which takes the smaller herbivore out of action. Now Etchglen also has a score of 3.

Gibson edges forward, keeping close behind a crater in the old pavement. Thanks to the “Clear Day” (+5″ Long range to any weapon) his Laserbow is able to reach Pickaxe Pete at long range. Steadying himself with two calm breaths, the Neotechnoist charges the bow and lets fly at Pickaxe Pete. The blast of energy hits the main square in the chest for 6 damage, which takes him out of action. This brings the Drylands Expedition score to 4, and wins the battle!

The remnants of Etchglen slink off into the fading light, hoping to avoid any further abuse.
Etchglen: 3
Drylands: 4


End of Encounter Process
So-Wild-WestSince this is a campaign, tracking IP, ND, and injuries is very important. The first step is to determine if any of the Drylands members suffered Wounds from being taken out of action. Quidel and Dwaal are the only two affected, so they have to roll 1D12. Luckily Leader’s get +2 to the roll and Dinosaurs get +1, and if they get 8+ on the roll they are unharmed. With crazy luck I rolled a 12+2 for Quidel and 11+1 for Dwaal, so there are no lasting effects from being mauled by a Raptor.
Next the posse receives rewards based on the encounter. In this case they took two enemies out of action (Pickaxe Pete and The Smecker) which gives +6 IP and +$60 ND. They also won the encounter so they receive an extra +$30 for a total of +$90. Since they had some leftover IP (3) they have 9 IP and $90 to use if they wish.

I considered getting 2x100kW Six-Shooters for Rhodes, since he’s leveraging the “Dual Wield” Variant Rule, but I think I’ll wait to upgrade him until I can go dual Handcannons (because that would be awesome) for 3A-6D. Instead $60 will be spent on a 200kW Six-Shooter for Gibson. His Laserbow is nice with never having to Reload, and against low armor targets the single attack isn’t too bad. But I got lucky with some rolls, like against The Smecker (who had AR 2) where Gibson needed 10+ to hit. In those cases I’d rather have a backup weapon, so a 4A-2D six-shooter sounds like a perfect alternative. Plus it’s technically similar damage to the Laserbow (1A-5D) so he can interchange them without any loss.
The remaining $30 will be saved.

As for the Improvement Points, all 9 will be saved for the time being. If I can get 10 IP then Quidel could have +1 MV, or I could give +1 AR to Amp.

So after their first victory, the Drylands Expedition looks like this (Saloon link).

Even though I’m only one game into the campaign, I’m already excited to see the growth and evolution of the posse. Hopefully I can get another game in this week (Wednesday), and then maybe next week. Not sure if I’ll be able to keep doing such fleshed out battle reports since they take close to 3 hours to write up :)

Changes and Notes From Play
– Change Saloon PDF export to not use decimal places for Neodollars
– Make “Strike Fear” objective not include Bravery Tests due to Leader death, since otherwise it becomes “Assassination”
– Note only 1 Panic token can be added per single attack (currently confusing with “multiple” wording)

Old rulebooks now available

ArchiveI’m a big fan of looking back at the progression of a ruleset and seeing how it evolved over the many months. So I combed through this blog to find every Dinosaur Cowboys release I’ve done, and have now linked to them on the main download page. For easy access here is the list repeated as of the v1.3a release. These are links directly to the PDF file. I definitely like perusing those pre-v1.0 releases and seeing all the big TODO chunks. Also fun to see what sections I’ve rewritten and a few of the sentences that have made it all the way from the first version.

Old Versions: 0.3, 0.4, 0.5, 0.7, 0.8, 0.9, 0.91b, 1.0, 1.1, 1.1b, 1.2, 1.3, 1.3a

Speaking of rules the development version of v1.4 was generously edited for typos, grammar, and structure by a fellow Boardgamegeek website user named Grusome99. I’ve rolled his changes into the document so those nine or ten fixes will be part of the next release.

In terms of the next release I am thinking sooner is better. This has been one of the larger gaps between releases, but more importantly v1.3a is getting fairly far behind the current v1.4. There were enough changes with campaigns, objectives/deployments/features, Gutless, etc. that you can expect a new version early March.

Problem with the Bravery stat

BraveryThe picture to the right is about Courage, but I figured it fit well enough for Bravery. In Dinosaur Cowboys the Bravery stat is used to see if a character will run away after having overwhelming damage dealt to them. Sounds great right? Higher is obviously better. The downside is…dun dun dun…rolling LOW on the Bravery Test is the way to pass it. So if you roll a 12 you actually fail and run away for your next activation.

Originally in 2010 (has it really been that long?!) I had this mechanic as a “Fear Test”, and each character had a Fear stat. Then the idea was rolling >= Fear resulted in a failure, although it should have been >= success. Back then having a higher Fear stat was better (should have been lower). Obviously in the old implementation (of high = fail) Fear didn’t make sense, so I changed it to Bravery. The downside of high stat = better means low roll = better. I’d rather have a high roll be better, like for RMC and MMC, with the downside being you want a lower stat for it. I was able to get around this for those two by having “Miss Chance” in the name. Fear worked okay as a stat, but it felt more like a condition than a built in facet of a character.

Currently this is the only roll in the whole game where lower is better (even including Charge distance, healing, everything). So I’d really like to get it changed. But that means figuring out a good stat name that conveys lower = better, sounds good in a sentence (“Now take your XYZ Test”).

So basically the ideal would be:
Fear Test: Roll 1D12, >= Fear is a success. Lower Fear is better

But I don’t like Fear as the stat, so I’ve been trying to think of some better alternatives. Here are some ideas:

  • Exhaustion
  • Weariness
  • Fear
  • Cowardicy
  • Craven
  • Scared
  • Scare
  • Gutless
  • Spineless
  • Faint
  • Meek
  • Fright
  • Terror

So far I think I like Faint, Gutless, and maybe Cowardicy (although that doesn’t exactly roll off the tongue). Hmm.

Exhaustion, Weariness, Fear, Scared, Fright, and Terror all seem like conditions that would grow over time during a battle, as compared to an inborn stat.

Scare and Spineless are good, and sound okay in a sentence, but I’m not sold on them.

Craven is cool but is more of an insult than a stat.

So anyways, I know I didn’t plan on making any big changes after v1.0, but this is an annoying enough issue that I’d like to change it. The only other larger change I’d want to make is figuring out a way to remove the custom non-D12 dice from Dinosaur Panic Movement, while still keeping the underlying feeling.

Custom Game Sheet

Clever-GirlI recently played a game using the new Deployment, Objective, and Feature rules. We had a “Clever Girl” deployment with an “Assassination” objective. The Clever Girl deployment is supposed to mimic the namesake situation in Jurassic Park. So the defender has to split their posse and deploy between the back and middle of the board. Then attacker deploys at the back and puts two entities to either flank of the defender’s forward element (ie: the flanking Velociraptors from the movie). This was already a fun deployment, but the Assassination objective meant the defender (who had unknowingly exposed their Leader as a forward element) was immediately on their toes. The game looked like it’d be over in a few turns as the defender’s Leader was down to 2 HP! But they managed to get into cover and push back with the rest of their force, eventually driving the attacker back and winning the game. Quite a good time.

Anyway during this game we also had planned to use the “Carnivorous Plants” setup Feature, which basically meant vegetation could attack people standing beside it. However I forgot to use this rule the entire game.
So what I decided to do to is create a quick Custom Game Sheet. The purpose of this is to help remember what Variant Rules and Features are used in the heat of a battle. Silent Death had a similar approach, and with the growing number of Variant Rules and massive number of Features I figured such a tool would be very handy. So I made a one page sheet and inserted it in the latest rulebook (which I’ll release after some more testing and editing of the campaign rules).

Here is how it looks:
Custom-Game-Sheet
And here is the download: Custom Game Sheet (PDF).


I also added alternating shading to the various item charts. I am honestly not sure why I didn’t have that right from the start. Reading wide tables without any color differentiation is rather tough. I also added a splash of green color to match the blank posse roster. Anyway a quick preview of the old vs new chart:
New-Shading
Now that I looked at the lists from this view I realized the name should have a trailing space or padding to break it up a bit from the divider.

I’m busy travelling for a while here, but I do want to sit down and play some campaign battles for my test Windy River setup.

Lego Lone Ranger set for alternative figures

I briefly touched on the possibility of using a Lego posse in the past. But the upcoming Lone Ranger sets from Lego seem like they’d make such an alternative even easier (mainly because they have some prebuilt terrain).

DC-Lego-Battle-056Related: Dinosaur Cowboys battle report using Lego posses! Read the Thermopolis Outpost Raid with Lego.

I think the shootable cannon in the cavalry set would be a neat way to play one of the original wargames, Little Wars by HG Wells, the way it was intended (with actual shooting over rolling to shoot).

Here are a bunch of box shots for the set Lego aims to tie in with the upcoming 2013 Lone Ranger movie remake:

Lego-Lone-Ranger_cavalry_builderLego-Lone-Ranger_silver_mine_shootoutLego-Lone-Ranger_comanche_campLego-Lone-Ranger_colby_city_showdownLego-Lone-Ranger_stagecoach_escapeLego-Lone-Ranger_constitution_train_chase

The Windy River Campaign – Setup

Windy-River-Campaign-Map

Above is the campaign map for the Windy River area, a semi-fictional location that I’m going to try a solo test campaign in. I loosely based the area on a southern section of Wyoming (Google Maps view). Generally mountains to the north east, an old road leading NW-to-SE, and a slight river to the south west.

Compared to my original campaign map while brainstorming the Windy River is noticeably smaller. That’s an intentional choice so that I can flesh out the few locations without too much effort. The smaller the barrier to entry, the quicker I’ll be able to try out the rules.
I’ll try to update this blog with reports of each campaign turn, what the posse encountered, how everything went, and so on. My general hope is to have a fun time while putting the rules (especially post battle injuries) through their paces. Everything will be under the new Campaign tag/category, so check back in the future.

Before I talk about the Windy River locations and points of interest, I want to introduce my Posse that will be tackling this wildland…

Drylands-Expedition_text
Look at those cool dudes! I also had a version that used my “egg stealer” dinosaur (which you can check out here) but I opted for the first dinosaur I got for this game: my little fluffy non-Papo fellow. He’s a great size and style for a Runner.

Origin of “Drylands”: Anyways they are called the Drylands Expedition. Why do I always use the name “Drylands”, you might be wondering? Well, you might NOT be wondering, but I’m going to tell you my fascination with it regardless. See before Dinosaur Cowboys, I had worked on another game called Drylands. So I sort of pay homage to it by naming the odd Posse along those lines. The old game wasn’t that great, and tried the same RPG/skirmish split (I just never realized it would also have worked better as full skirmish). But I did have an interesting (but clunky) system of D20+XD4s where you would add D4s as modifiers, instead of flat numbers. If all this history sounds intriguing I actually have uploaded a copy of the Drylands rules. That was even before I used ODT format, or exported to PDFs, or merged all my rules into a single document.

That’s enough reminiscing though.


Drylands Expedition Background
Here are the statistics for the Drylands Expedition posse, and then I’ll talk a bit about each character, their motivations, and overall goals.

Overall, the Drylands Expedition was sent on an expedition (who would have thought) from the central Neotechnoist city of Hope (situated by the volcano and surrounded by The Wall). Their goal was to provide up to date scouting reports in the quadrant of land around Windy River. They were given eight months to do this. The plan was three months of travel each direction, although any chance to use Flappers for speedier transport was highly recommended, and funded up to a certain point.

The leader of the expedition is a Neotechnoist named Gibson Crawford (using an old metal 40k Space Marine shotgun scout figure). I figured he’d have high tech weaponry, so he got a Laserbow. His close friend Amparo (also a 40k figure, this time a Tallarn guardsman) accompanied him. Aside from six porters (in true Victorian era jungle style) the Drylands Expedition was alone.

The two Neotechnoists walked south east, following the overgrown and cracked pavement of Route 26. After a solid week of marching, losing a porter in the process to disease, they stopped to rest at the small hamlet of Dinwood. Gibson knew the further they got from Hope, the more dangerous the country would become. So at Dinwood he started looking for a local to help guide them.

He found Quidel, a Duster busy using his Heavy Pistol to disembowel two dinosaur thieves. Amparo was impressed by the display of violence and aggression, and swayed the tentative Gibson into hiring Quidel.

Over the next month Quidel became more and more influential to the Drylands Expedition. He fired one porter for falling asleep on sentry duty. Another porter was killed by a roaming Terror dinosaur. And through it all Amparo began to listen more and more to the Duster and less and less to his close friend Gibson.

After another month Amparo had taken the nickname “Amp”, and was working very hard at forgetting his Neotechnoist heritage. At this point his Allegiance effectively became Bandit (unaligned). Quidel was pleased to see this transition, finding Amp easier to get along with than the snobby Amparo. The Duster didn’t have anything specific against Neotechnoists, he just found that, generally, they were boring, dim witted people with huge naivety streaks.
Amparo was already a great shot in Hope, but after weeks on the road he was able to perform trick shots that left most townsfolk dazzled and amazed.

The expedition headed off the main highway and into wilder territory. At this point the rest of the porters were captured or killed in a raid by heavily armed highwaymen. Quidel and Gibson were both wounded in the attack. After such a close brush with death everyone agreed to expand the expedition to increase their protection and chance of survival as they trudged deeper across Wyoming.

So when they came across the town of Buelah Belle everyone was eager to find additional muscle. Using most of his remaining Neodollars, Gibson was able to hire a rough Duster named Rhodes and his pet dinosaur Dwaal (which Google Translate told me means “wander” in Dutch). Rhodes had travelled all over the southern United States, and was quick at cards and on the draw. For all his skill, he still only carried two rusty and dented 80kW Six-Shooters.

After leaving the town, the Drylands Expedition attempted to procure Flapper transport. However during the night before their flight, everyone was awoken by the ground heaving and shaking. The launch pad was in the path of migrating Ducky’s. At this point Gibson and the rest of the crew learned that Rhodes had a nickname too…”Crazy” Rhodes. While everyone dove for cover, the Duster stood alone against the incoming dinosaurs, laughing wildly and firing his Six-Shooters into the Ducky’s. No one was sure if his persistence paid off, or simply confused the dinosaurs, but he was able to turn the stampede from destroying the camp.

Now the Drylands Expedition has just landed a few miles outside of the Windy River area. Gibson is busy balancing preparations with trying to convince Amparo of the importance of the mission. Quidel, now fully in control of the group, is always ready for more adventure and excitement. Amp is spending his time mimicking “Crazy” Rhodes, twisting stories out of the Duster, and generally having his head in the clouds. And Rhodes is a mixed bag of extreme laughter and crushing anger. Behind them the wandering Dwaal easily keeps pace, looking for a delicious plant or bug to snap out of the air.


The Windy River Area
There are several points of interest in the Windy River area. Below are the general descriptions and guidelines for what to expect in each named location on the campaign map. The idea here is to provide a few adventure hooks for a Posse

Town of Watterson: This town is beside the ruined highway, and has many well preserved remnants of the old world. Originally Watterson was a single gas station, but eventually fast food restaurants and hotels were opened once entrepreneurs saw how popular the location was. After Eruption Day the town was abandoned. Eventually the Stanton family (Dusters) rediscovered the location, cleared some of the rubble and jungle growth, and started providing services to travellers. Instead of a gas station the central hub of the town is a watering hole, dino stables, and feed lot. A few more Duster, Bandit, and Savage families moved in.
Two brothers, Conrad and Ortiz, renovated and reopened an old hotel now called the “Eight of Diamonds” (previously a hotel in the Super 8 chain).
A second family, the Warners, cleaned up and converted a local restaurant into the only saloon in town (called “The Dusty Claw”), and are considering renovating a second hotel to compete with the Eight of Diamonds. Obviously Conrad and Ortiz are not exactly pleased at this, considering the Warners to be greedy land grabbers.
Aside from being a waystation, Watterson has an extensive hunter community due to the light jungle south of the town. The hunters forage for old world relics, hunt and trap dinosaurs, and also protect Watterson from any raids. There are a few scattered Savages in the jungle that will steal livestock every now and then.

Town of Dustdale: Far to the south east and situated beside a patch of scorched desert, citizens of Dustdale have a tough existence. The town is built around a single street, and provides the usual services of a cheap hotel (called “Woody’s House”), two rough saloons (called “Lips 66” and “Rexjaw Place”), a low grade stable, an understaffed post office, and a run down bank.
Visitors are recommended to keep their weapons handy in this treacherous place. Dino theft is not uncommon, especially since offenders can sneak into the desert and hide out in one of the numerous caves until their target leaves town.
There are constant rumors of an old, abandoned gold mine in the desert, and numerous expeditions have tried to find it.
When the citizens of Dustdale are struck with motivation they may set up a toll roadblock on the old highway, but generally they leave traveller’s alone.

Hyran Mine: This mine is owned and operated by Lynn Hyran, a hard woman eager to make her fortune. Using a team of Dusters and indentured Savages, Lynn has been mining silver and coal (generally for stoves and fires) for almost a year.
Ironically her operation was so successful that it attracted a group of bandits who constantly raid and harass the mine. Even with bounties posted in both Watterson and Dustdale, Lynn has been unsuccessful at rousing a posse to clean out the bandits. Their camp is on the other side of Icepeak Mountain. The bandits have some support from the unsavory elements of both towns, so bounty notices are often torn down or defaced. And travellers tend to just pass through the area without stopping to meddle in local affairs.
The mine also suffers random attacks from carnivorous dinosaurs which have nests and hunting grounds to the north west and south east. Between the bandits, dinosaurs, and stifling heat of the jungle, Lynn is finding fewer and fewer Dusters volunteering for work and has to rely on indentured Savages (normally serving a sentence for a crime in either town).

Outpost of Crail: Off the main highway and down a rough trail, Crail is little more than a collection of tents and campfires. The camp will take wealthy Neotechnoists and Dusters into the hills to the north or swamp to the west on various dinosaur safaris and hunts. Run by Benny Church, a slick Neotechnoist with an eye for profit, the camp is either bustling with preparation or nearly empty once an expedition starts.

Matron’s Den: A lone wood shack sits on the edge of the swamp and marsh. Inside lives a scrawny old woman named Matron Francine. Seeing herself as some kind of voodoo priestess she provides remedies and “spells” of questionable quality. There are two tribes of Savages in the nearby swamps, and both revere Francine as some kind of mystic.
Most travellers would avoid the Matron’s Den entirely except that Francine runs a brothel in the lower floors of her shack. Francine is always on the look out for new working girls, and whispered rumors say she will even kidnap travellers or locals. Somehow she has avoided any trouble from the local law.

Red Oak Tower: At the base of Sixgun Mountain, named for it’s roughly cylindrical shape, sits Red Oak Tower. Originally the Tower was a natural gas refinery. When Otto von Nash discovered the location he quickly cleaned it up and moved in. Otto came from a small town inside The Wall, but forgot his Neotechnoist ways after years in the wilds. Now he is an eclectic mix of pampered living (fine glassware, extensive library, etc.) and absolute barbarism. Otto has a special relationship with dinosaurs, which are the only other living creatures at Red Oak, and will often feed annoying travellers or wandering townsfolk to his pets. The man seems to be able to communicate quiet easily with the beasts, which have caused some to label him as “Mad Nash”.

Night Daggers Camp: A rough hideout of bandits and woodsmen who regularly raid Hyran Mine, aggressively hunt and brutally trap dinosaurs, and generally cause misery throughout the hills and mountains in the north east of Windy River. The gang is lead by Alfonso, Nicky, and Wendell, who are a varied mix of backgrounds and goals and often conflict in their ideas of how the Night Daggers should proceed. The number of bandits in the gang fluctuates between a dozen and fifty, depending on the season, lawman pressure, etc.
The Night Daggers Camp has an exterior location, which is a collection of ramshackle huts slung between the thick jungle trees. Beside the homes and huts is the yawning maw of a cave entrance. Originally a tourist destination (called “Spring Sprinkle Caves”), the extensive sulfur caves wind for miles and miles into Icepeak Mountain. The Night Daggers have only performed a cursory exploration, and generally use the caves for shelter and stashing their loot.
Townsfolk whisper of a back entrance to the camp through these caves, but none has been found or spoken of yet. They also gossip about strange albino dinosaurs living deep in the cave.

Dinosaur Symbols: There are two dinosaur locations noted on the map. The first is 2 hexes south east of Hyran Mine, and the other is 4 hexes north west. These denote carnivorous dinosaurs that frequent the area, both as a breeding nest and hunting ground. Posses entering this area should expect encounters with Ripper, Terror, and King type dinosaurs. There are even a few sightings of Titan dinosaurs roaming the deeper sections of jungle.


That should give you a general idea of the posse I’ll be using to tackle Windy River, and also what the area is like. Onwards to campaigning!

What is needed to play

Overview-Components
I took the above picture yesterday night, and am quite happy with how it turned out. The colors are nice and vibrant and I was able to fit in all the important game components. My intent is to put this at the end of the Game Overview section of the rulebook.

As a reminder, here is the list of items necessary (straight from the current rulebook):

• 30-­60 minutes of time (more terrain or larger, stronger posses will increase playtime)
• This rulebook and one Posse Roster per player
• Pencils and erasers
• Measuring tape or stick
• A flat surface to play on with representations of terrain
• 28mm character figurines or miniatures
• Multiple 12 sided dice (referred to as D12s)
• A few 6 sided dice (referred to as D6s)
• One of each 4 sided die (D4), 8 sided die (D8), and 10 sided die (D10)
◦ If these dice are unavailable you can substitute D12s through re­rolls or compressing a range of numbers
• Token markers for Moved, Acted, Fleeing, Panic, Reload, Stunned, Slowed, Stopped
◦ These can be simple scraps of paper, colored beads, discs of wood, or custom made plastic tokens

I still would like a way to cut out the D4, D8, and D10 and just keep the game to D6s and D12s. But Panic Movement is currently built around those dice and I can’t think of another flavorful, fun mechanic as a replacement.

Of course if the above picture looks like the hobby supplies you have lying around, and you want to give the game a shot, feel free to either check out the playtesting information or download the latest rulebook.

Two rulesets and two miniature ranges

I’ve had these four items sitting around for a while, but I thought I’d link them and talk about them.


First of all two miniatures ranges that could be used for Dinosaur Cowboys.

Foundry Old West Miniatures
Foundry-Old-West-MiniaturesFoundry has a great variety of realistic miniatures. I’ve purchased a couple in the past when I was playing The Sword and The Flame (phenomenally fun Victorian era stuff). The miniatures themselves are a little “flat”, in the sense that they feel very 2D and don’t have a lot of depth to them. But for the price, variety, and accuracy they can’t be beat. The image to the right are some of the Mountain Men line, but they have a full range of cowboys, indians, etc.
http://wargamesfoundry.com/historical_ranges/single_packs/old_west/

Spartan Games – Dystopian Legions
Dystopian-LegionsI’ve played Firestorm Armada from Spartan Games, and have read about Dystopian Wars (a large scale steampunk naval game). Well the company has just recently released a 28mm skirmish game that “zooms in on the action” of Dystopian Wars. This new game is called Dystopian Legions. They have four unique looking armies available. I particularly think the Kingdom of Britannia and Federated States of America figures would work great. Britannia are steampunk Victorian era, and the American ones are a mix of cowboys and civil war style troops. As with most figures that try to combine old west with modern technology they ended up going the steampunk route, which you either like or loathe. No idea how the game itself plays, but the miniatures would be a great addition to a posse.
http://www.spartangames.co.uk/unboxing-dystopian-legions


And then two rulesets that involve either cowboys or dinosaurs. Again this is still a very niche genre, so I’m happy to find anything even roughly related.

Wild West Exodus
Wild-West-ExodusThis company is creating both a ruleset and a miniature line. The miniatures are styled in an extreme steampunk manner. No dinosaurs in sight, but you never know with this type of game. I think some of the figures (like the one pictured to the right) would work well for Neotechnoists. I read the beta document of their rules and wasn’t overly impressed. The system seemed clunky and seemed to take all the bad elements from Warhammer 40,000 without adding or innovating. Different statistics for every troop type, entire turn based UGO-IGO, etc. Maybe in the future they’ll clean up the rules, but as of this writing I’d stick to the figures and stay away from the game.
http://www.wildwestexodus.com/

Wildly Heroic Action Pulp (WHAP) Cowboys vs Dinosaurs
No idea what this ruleset plays like, but from the product description I’d imagine light, fast, and fun. They have an adventure based around cowboys hunting and fighting a dinosaur using a similar plotline to Valley of Gwangi. No picture for this one unfortunately.
http://www.perytonpublishing.com/WHAP.htm

Art Feature: spohniscool

I generally try to keep an eye open for any art vaguely related to dinosaurs and cowboys. Compared to fantasy or sci-fi this genre is so narrow that any pieces are rare.
I lucked out recently when I found an artist called spohniscool on DeviantArt (the name can be offputting, but the site is well known and popular for aspiring artists).
So I combed his gallery and found anything Dinosaur Cowboy related, and figured I’d post them all here.

All the links go back to the original page, which has the full size version. If you get a 500 error on their site try refreshing, as it sometimes doesn’t like a bunch of rapid hits (which I assume is how you’ll be clicking the links as you holler “More dinooosaurs!”).

But first, my favorite piece from the entire collection, just for the way it evokes my imagination but remains so simple:
steady-by-spohniscool

A close second thanks to the dynamic pose and perfect fit it’d be for the melee combat section of the rulebook:
man_vs_maniraptoran-by-spohniscool

Now…release the thumbnaaaaaaails!

jousting-by-spohniscoollong_journey-by-spohniscoolthe_warden_of_artificial_selection-by-spohniscoolt_rex_on_the_tracks-by-spohniscooldispute-by-spohniscooltyrannoavid-by-spohniscoolfire_thieves-by-spohniscoolnapping_cowboy-by-spohniscoolnot_the_reunion_he_expected-by-spohniscool

And of course what would a dinosaur picture be without some comedy:

happy_valentine__s_day-by-spohniscoolzombie_raptors__quick_color-by-spohniscool

Preview of upcoming v1.4 rules

Yesterday I had mentioned me and my friend were brainstorming Deployments, Objectives, and Features. Well I finished formatting what we came up with, and now there are a bunch of new pages in the current rulebook. Also I had done some campaign extensions with injury tables and other neato new stuff.

So I thought I’d let everyone take a look at the progress. I exported an excerpt of the changes which basically ended up as the Standalone Game and Campaign Game sections. These rules have (hopefully) been edited, but haven’t had any rigorous playtesting yet. I’m going to play a few games using them in the upcoming weeks, as well as try to get outside playtesters involved (most likely from BGG).
With luck there will be a new rulebook release late February. Although I’ve been using v1.4 as the next version, I might bump it up to v1.5 or v2.0 because of how much additional content and changes were added.

But for now take a look at the most recent changes, and be sure to let me know what you think: New Features Preview PDF which contains 10 deployments, 11 objectives, 40 features, night fighting, forced march overland travel rules, difficult overland terrain, underdog bonuses, and wounds and injuries including 2 new tables. Lots to check out!

Genre-Killer_by-delirious_smem(Photo Credit)

Linux commands to combine PDFs

I haven’t talked about much computer stuff on this blog, but today I found two useful commands on Linux for combining separate PDFs into a single file. The reason I wanted this is I’m going to try to get some additional outside playtesters and I figured the easier I can make the setup process the better. So I wanted to make half a dozen “starter” Posses and combine them into a single “playtesters package” file.

PDFTK
A very handy utility for PDFs, and a very simple command. This worked perfectly for merging a bunch of exported posse rosters from The Saloon into a single file.

pdftk filename1.pdf filename2.pdf cat output combined.pdf

The above command would combine “filename1.pdf” and “filename2.pdf” into combined.pdf.

Ghostscript
This approach actually left some artifacts in the posse rosters, so I ended up not using it. Still worth knowing about:

gs -dNOPAUSE -sDEVICE=pdfwrite -sOUTPUTFILE=combined.pdf -dBATCH filename1.pdf filename2.pdf

The above command would combine “filename1.pdf” and “filename2.pdf” into combined.pdf.

generic-pdf-logoExample
I exported every single saved posse currently on The Saloon, which ended up being 19 posses. Then using PDFTK I combined them into a single file that you can check out here. This would be perfect for making a printed folder of available posse choices, and is much easier compared to having a bunch of separate files.

Check out 19 sample posses (PDF) combined from separate files.

Pretty neat eh?

Deployments, Objectives, Features, Showdowns

As part of the extended campaign rules I also want to codify a bunch of different setups for each game. These would also apply for standalone games. The idea is to extend the options players have beyond the standard “line up and kill each other”. To this end I’m working on a new set of rules for Deployments, Objectives, Features, and Scenarios. I would love more wild west sounded names for these (as well as some of the individual points), but no luck thinking of any so far.
My friend Nathan from the game last Thursday was interested in helping me, so he’s been brainstorming these new rules. He’s played a bunch of tabletop games and I figured it’s hard for just one person to think up enough varied deployments and scenarios.

Deployments: These pertain specifically to HOW the posses are deployed. For example the current deployment is “choose a table edge, deploy 8 inches in, and fight”.
Objectives: These would be WHAT the posses are fighting for. There are two types of Objectives: Public and Private. A Public objective is known and shared by all players, such as “Kill Everything”. A Private Objective would be on a per posse basis and would differ, so that one posse might have “Kill the Enemy Leader” and the other might have “Capture a Cabin”. The players could either choose these objectives or roll for them.
Features: This is HOW the posse is fighting, in the sense that Features would be special rules or terrain that affect the battle. Maybe a saloon in the middle, maybe an underground tunnel, etc.
Showdowns: These are prepackaged scenarios with preset deployments, objectives, and features. Normally there is more of a story or background behind it, and these would be used for a Standalone game. There might be IP/ND restrictions, posse build restrictions (ie: must take a dinosaur), or even prebuilt posses to fight against each other.

I’ll be editing this post throughout the coming week as we brainstorm up ideas for these four categories. Then I’ll format the ideas and put them into the rulebook (although Showdowns may end up as a supplement instead of core).

Read the rest of this entry »

Three dinosaur video game mods

I was randomly looking around the internet a while back and decided to see if there were dinosaur related mods for various video games. I didn’t find as many as I would have liked, for example I was hoping to find a Left 4 Dead 2 mod that replaces the zombies with dinosaurs, but regardless here are the results:

Left 4 Dead 2 – Velociraptor Survivors
L4D2_VelociraptorsBasically replaces the standard survivor models with Velociraptors. Even has the hands modeled when you’re in first person view, which is a nice touch.
Get the mod


Skyrim – Dinosaurus Era
Skyrim_Dinosaurus-EraGreat looking mod that adds dinosaurs as enemies. So far they have a couple of the standard creatures done. Really nice animations.
Get the mod
See the video
Also I’d love to find out what this cool looking T-Rex is from, also for Skyrim:
Skyrim_Trex


Half Life 2 – Jurassic Life
HL2_Jurassic-ParkBuilt on one of the best engines ever (Source Engine) this map for Half Life 2 looks really immersive and interesting. Plus the project seems relatively alive, which is rare these days for a mod.
Get the mod
See the video

Variant Rule: Fleeing Facing

Shot-in-the-BackHave you felt that failing a Bravery Test and Fleeing isn’t brutal enough? Well fear not, as I thought up a quick and easy rule to make it absolutely horrendous and most likely fatal to Flee.

Fleeing Facing: When a character is marked with a Fleeing token immediately change their Facing to be directly away from the most recent attacker.

In other words, free Surprise Hits to their back, meaning 10+ to Crit! This variant adds an extra tactical option of trying to force an enemy to Flee so that the rest of the posse can shoot them as they run. It’s such a simple and effective way to provide additional vulnerability to a Fleeing target. Plus I was able to achieve this using my favorite approach: leveraging existing rules (in this case Surprise Hit).

This makes Bravery much more important as Fleeing might mean a death sentence now.

This also differentiates Dinosaurs further since they aren’t affected by the rule, being based on Discipline instead and all.

Anyway this will be in the next version as an official variant, but feel free to give it a shot in your next game.

Variant Rule: Melee Disengage
This isn’t an official variant rule (yet, at least) but I was thinking today a good option for entities that wish to safely leave melee combat is to take a half Move which does not provoke a Snap Attack, whereas a full Move would. I also wish I had a better name for “Snap Attack”, but I can’t think of one. D&D did so well with Attack of Opportunity, haha.

Doc, they got me!

Doc-Holliday-PosterMedic!
Normally when I make rule changes or additions I have players and the general spirit of the game in mind. However there is one supplement I want to do totally for myself. What is this mystery supplement? Medics! Doctors! Shamans! Clerics! Okay, not the last one, but that’s the general idea. In online games and tabletop RPGs I love playing the support character that heals, buffs, and protects his allies. In the first Guild Wars MMO one of my main characters was a Monk. The class was exceptional awesome because they didn’t just “push red bars up” (aka flat out restore health), but instead could use protective prayers to negate or deflect incoming damage. Just look at some of those cool mechanics: Incoming damage is reduced to 10% of target’s maximum health, reduce damage by 5 each time an ally takes damage, heal 80 whenever an ally takes more than 50 damage.
This same idea of support classes being more than “healbots” has rippled across the industry. In 3rd edition Dungeons and Dragons the Cleric went from having to memorize a bunch of Cure Light Wounds spells to being able to spontaneously cast them, which freed up slots for funner spells like Bless and Endure Elements. Genius!

So what I’m rambling on about is I’d really like to have a Dinosaur Cowboys supplement for healers. Neotechnoists would call them Medics, Dusters and Bandits would call them Docs, and Savages would call them Shamans.
This wouldn’t be a standard hire for your posse. Instead it’d be closer to a “Hired Sword” from Mordheim, aka a prebuilt mercenary. So you couldn’t customize the Doc with additional Traits (although you could change equipment). You’d just pay a flat Neodollar (and maybe IP) cost to bring them onboard.
A Doc would have a list of powers/abilities that act similar to Traits, except they can be used at different times. These would be supporting and motivating shouts and chants, sort of like “Get Up!” and “Inspiring Shot” that already exists as Traits. Some would be interrupts, so you could make an enemy re-roll a single dice, or stuff like that.

Like I said this Doc “class” or mercenary wouldn’t be an official part of the game, but an optional supplement. And it’d totally be a selfish project done simply because I enjoy that type of role. Right now I’m still working on the extended campaign rules, but my next TODO item will probably be the Doc.

I could actually see doing a bunch of these classes. They’d be called something more wild west-y like “Gunslingers” or “Outlaws” or whatever, but the basic idea of a prepackaged, hireable asset with unique abilities would remain the same. I could also see potentially having these abilities as a “kit” that you could buy/train for an existing member of your posse. For example “Doctor’s Bag: Use the Doctor class features. Costs 20 IP to train and $200 to purchase.” I’m actually liking this idea more. There could be a “Gunslinger Poncho” that lets you go all Clint Eastwood on the opponent, and so on.

Heroscape-Ticalla-JungleAfter Action Report of Yesterday
The game I hosted yesterday was a lot of fun! Two of my friends made it out so I let them have a 1vs1 showdown. The posses involved were Copper Ravens and The Runaways. In terms of building the posses the Copper Ravens were the result of a request to have a few higher quality troops focused on melee. The Runaways had one request to include a Horned dinosaur, as my friend had a new Triceratops he wanted to use on the table.
The scenario was a simple “kill everything”, which I find is easiest to introduce new players with. There were a few dinosaur eggs scattered around the table that would give +1 to a single dice roll (could be an attack, could be a Bravery Test, etc.) if you were adjacent to it.
I ended up not getting any pictures of the game, but a brief summary was both posses moved forward, and killed a bunch of stuff. But really, there was some melee in the middle, dinosaurs taking the brunt of the early fire and attacks. A late game flank by the last survivor of the Copper Ravens, who was surviving pretty well with his AR 4, until The Runaways sniper hit him with 2 Criticals. A great time was had by all and I potentially might try a short campaign with one of the players sometime this year.

Jungle!
The picture above are some jungle trees from a Heroscape set. My friend brought a bunch over since he bought them way back and they make perfect replacements for my somewhat non-tropical trees. The actual set is called Heroscape Expansion Set: Ticalla Jungle, and I’d love to pick one up. Too bad they are out of print and go for $200-$250 on Ebay! Can you imagine paying that for 9 trees?! Neither can I, neither can I.