Dead Man's Hand
Dead Man's Hand is a fantasy western-esque setting, somewhere between Weird West and Urban Fantasy. It mimics the setting of the Western Genre, typically the western frontier of the North American continent between the years 1843, the year the Oregon Trail was completed, to 1890, the year the US Census Bureau declared the frontier to be officially closed. It is not a true western, however, because it is meant to take place in a fictional setting. This could be an entire world which closely mimics Earth's Geopolitical landscape, or it can be Great Wheel Cosmology style plane, where the Frontier is simply "Over There" and possibly infinite. At the moment, it doesn't much matter.
In the original thread, Frank talked about using a new system, which eventually became his basis for AS's core system. His points, such as the robustness of D&D PCs, are very valid, but at the same time, DMH wants to be, at least, a Mid-Fantasy setting, if not High Fantasy. While he talks about the fact that D&D has it's roots in Homeric legend, the west had it's own version of epic legend, Tall Tales. Odysseus sailed on wind released from a bag, and blinded a cyclops. Pecos Bill roped a tornado, and wrestled the Bear Lake Monster. Together with the fact that the game will be about necromancers with undead posses, and paladins having shoot outs with demon gunslingers, means that, actual system problems aside, D20 could work decently well.
Dead Man's Hand draws on song, movie, and story, as well as other games, to create a setting that contains Magitek, Steampunk, Shootouts and Sorcery.
Influences Adventures of Brisco County Jr., Amazing Screw On Head (for the Steampunk and supernatural elements) Cowboy Bebop, Cowboys and Aliens, Darkwatch, Dark City (for it's noir and weird world elements), Firefly/Serenity (replace ships with magic and mysterious ironically named shadow corp Blue Sun with Biomancer Cabals), From Dusk Till Dawn, Ghostriders on the Sky (pretty much any version you care to name, though Die Apokalyptischen Reiter's cover deserves special mention), Jonah Hex (Both comic and movie count), League of Extraordinary Gentlemen, Magnificent Seven, Rifts, Six String Samurai (Come on, Death wears a drover's coat), Trigun, True Grit, Way of the Warrior, Wild Wild West (Both show and movie) and so on. And, of course, Dungeons and Dragons.
Wow, that' s a lot of influences. I stuck only to the things with which I'm at least vaguely familiar, but there's a lot more that can be drawn on. It really boils down to Dungeons and Dragons in a Steampunk Weird West setting with Magitech.
System
If we're working on a western setting, there are certain things that characters are expected to do:
- Ride Horses
- Animal Husbandry
- Sneak
- Doctor
- Shoot Guns
- Make Zombies
- Make Steam Punk Devices
- Make Spell Engines
- Make Potions
- Make normal Stuff
- Hit People with Axes
- Steal and Cheat at Cards
- Intimidate and Lead
- Bargain
- Track Across the Plains
- Climb, Jump, and Swim
- Sabotage
- Have shootouts
- Have a Showdown at High Noon
- Commit train robberies
- Prevent train robberies
- Drive cattle
- Steal from cattle drives
- Commit bank robberies
- Stop bank robberies
- Rope tornadoes
- Ride unridable horses
- Outdrive steel driving machines
- Save mine crews by holding up cracking timbers
(wip)