Month: December 2025

  • Equipment: Guns

    What defines a western? That’s not really a question I’m prepared to definitively answer, but it’s an interesting question. We all have certain things we think of when we hear the word. For the purposes of a TTRPG though, one of the most important aspects is the gun. Usually a revolver, sometimes a rifle or shotgun. It’s so defining as a symbol of the genre that if a character is carrying a revolver, it’ll probably be assumed to be a western no matter what else is going on. It’s as ubiquitous in westerns as the cowboy or open frontier, if not more so. If you tell someone you’re playing a western RPG, they’re going to assume you’re going to get into a gun fight or two.

    So the gun list is one of the most important parts of a western RPG. But it can get overwhelming quickly. Other games have pages of guns, with special rules for single action revolvers vs double action, different caliber ammunition, slightly different ranges or damage for slightly different models. Those games have an impressive list, but does it matter?

    I argue “not really,” and, like the rest of the weapons, err on the side of simplicity. We want a wide variety of types of guns, not necessarily of the guns themselves. This fits better into the XWN framework and to my own sensibilities. Since this was originally meant to cover more eras than just the late 1800’s, we have to expand the list a little.

    There’s a lot of guidelines out there for firearms in the Without Number games. The Atlas of Latter Earth covers “primitive” firearms, while both Ashes and Cities Without Number cover more modern but less futuristic weapons. So I had a pretty strong base to work with. Though of course I had to mess with it some.

    One thing I did was give muzzle-loading guns a “Limited Armor Piercing” trait. It bothers me that a musket would have the same bonus against armor that a rifle 100 years later would have, so the muzzle-loaders only get armor piercing in short range. It also applies to the derringer, in an example of making mechanics work with the fiction. A derringer is supposed to be a short range weapon, it makes sense for it to work better at 10 feet than 30 ft.

    I also streamlined the reloading times and definitions. There’s Muzzle Loading, which take 2 rounds to reload. Then there’s Long Reloading, which takes a full round to represent loading multiple rounds, and Slow Reloading to represent single breach-loaders and takes a Main Action. There are no firearms that do regular Reloading; that’s reserved for bows.

    As I’m typing this, I’m wondering if an exception should be made for loading single shots into a Long Reloading weapon like a revolver. Pondering this now, I’m thinking there probably should be, as I can see it coming up a fair amount. To keep it simple, a single round can be loaded as a Main Action. Easy enough.

    Finally, there’s dynamite, which fluctuated between here and the Artillery table. Mechanics wise it just functions as XWN grenades, but I thought it would be fun to let experienced users time the dynamite to explode when they want, and to be able to bundle single sticks together to make a bigger explosion.

    FirearmDamageAttributeRange (ft)TraitsMagazine CostEnc
    Pistol, Derringer1d6Dex15/30LAP, PM, S, SR1$7
    Pistol, Flintlock1d8Dex15/45LAP, ML1$71
    Pistol, Revolver1d8Dex90/300AP, LR6$151
    Rifle1d10Dex200/6002H, AP, SR1$252
    Rifle, Musket1d10Dex75/2002H, LAP, ML1$122
    Rifle, Repeating1d10Dex200/6002H, AP, LR6$402
    Rifle, Long1d12Dex750/20002H, AP, PM, SR1$502
    Shotgun3d4Dex30/902H, AP, SR1$152
    Shotgun, Double-barreled3d4Dex30/902H, AP, LR2$202
    Shotgun, Blunderbuss3d4Dex10/502H, LAP, ML1$102
    Dynamite2d6Str/Dex30/60AP$0.501#
  • Equipment: Weapons

    Equipment is a fun building block of a RPG. Just a glance can tell you a lot about what’s important in a specific game. I’m a big fan of more abstract weapon lists. A lot of lists will have a lot of different options, but very little practical difference between them. If a long sword and a battle ax have the same stats and the game doesn’t do anything do differentiate between them (like special moves or damage types), then you don’t need to fill up your list with both. A “1-handed slashing weapon” or something similar takes care of those cases.

    This is even more important depending on the genre. In Stars Without Number, where it is assumed you are mostly using laser rifles and such, the melee weapon list is generic and sparse. But in Worlds, it’s a lot more detailed because it’s assumed you are mixing it up in melee more often.

    So for our frontier hack, what are our assumptions? Guns, mostly. Revolvers and rifles and cannons and the like should play a prominent part. But as I’ve said before, it’s a transition period from the past to the present, so both should be represented. As the original project was intended to cover the 18th and 19th centuries, melee weapons do play their part. So I decided to get a little more specific for melee weapons. Plus it’s fun to stat these things up.

    Fortunately, between WWN, CWN, AWN, and the Atlas of Latter Earth, there’s quite an extensive list of XWN equipment out there. It would be relatively easy to just copy what I wanted. Never one to do it the easy way though, I more or less built my list from scratch, though the aforementioned games where very useful in using as reference.

    One of the most important things to keep in mind is that every weapon needs a purpose. Sometimes that purpose is balance, sometimes it’s just because it’s something I want there. Like it’s not probable that anyone is going to be using a great sword, but I have a mental image of someone running around with a macuahuitl (big stick lined with obsidian), so in it goes. Other times the purpose is even less important; my equipment list has a “club” because having an extra line there makes the formatting better.

    With that in mind, I started with a list of weapons I wanted, stuff that is iconic in the genre. The Bowie knife. Calvary saber and rapier, for Zorro-esque adventures. Native American weapons like the tomahawk and gunstock club. Then I started statting them out. You can think of doing so as a simple point buy system. Weapons start at d4 with no traits. Each bump in damage or positive trait costs a point, a negative trait refunds a point. It’s not a perfectly balanced system, but the intention is just to get the weapons in the same ballpark, powerwise, while keeping some uniqueness. XWN has the advantage of also having Shock damage, with gives us another lever to pull for balance and individuality.

    This leads to some initial ideas not making the cut. In a game without damage types, there’s really not enough difference between a calvary saber and a rapier for them to have separate listing, especially considering how rare actually using them would be. The same goes for larger weapons. While a character might want to use a giant ax or sledgehammer, it’s not going to be common enough to fill up the table with every possible large weapon, so those get grouped under “Work Tools.”

    But if I could give a weapon a unique trait to put on there, I did. The Sword Cane is a Subtle sword that does less damage. The War Club, Tomahawk, and Large Knife are all d6 weapons, but have unique traits or different Shock values. I think weapons are fun, so I tried to add as many as feasible.

    Weapon, MeleeDamageShockAttributeRange (ft)TraitsCostEnc
    Club1d4NoneStr/Dex10/30T1
    Club, War1d61/AC 18Str/Dex30/60T$31
    Club, Gunstock1d102/AC 18Str2H$62
    Improvised1d4NoneStr/Dex10/301
    Knife1d42/AC 15Str/Dex30/60PM, T, S$21
    Knife, Large1d62/AC 18Str/Dex$51
    Knuckles, Brass1d41/AC 13Str/DexS$0.5
    Spear1d62/AC 13Str/Dex30/60T$31
    Spear, War1d102/AC 15Str2H, R$62
    Staff1d61/AC 13Str/Dex2H$31
    Sword1d82/AC 13Str/Dex$81
    Sword, Cane1d62/AC 13Str/DexS$51
    Sword, Large1d122/AC 15Str2H$202
    Tomahawk1d62/AC 15Str/Dex30/60T$31
    Unarmed1d2 + skillNoneStr/Dex
    Work Tools1d121/AC 18Str2H$72
    Weapon, RangedDamageShockAttributeRange (ft)TraitsCostEnc
    Bow, Small1d6NoneDex50/3002H, RL$101
    Bow, Large1d8NoneDex100/6002H, RL$252
    Crossbow1d10NoneDex100/3002H, AP SR$202
    Crossbow, Hand1d6NoneDex30/100SR$351
    Weapon, SpecialDamageShockAttributeRange (ft)TraitsCostEnc
    Blowgun1d4NoneDex30/1002H, RL$11
    Bullwhip1d4NoneStr/DexR$21
    LassoSpecialNoneStr/Dex20/40$0.252

    Apologies for formatting issues with the table, still trying to figure WordPress out.

  • Backgrounds Example

    I thought I would do a quick follow up on the last post, to take one background and combine the tables and see what it looks like. Here is the original, a cowboy background

    Free SkillD6/8GrowthLearning
    Wrangle-01+1 Any StatAny Combat
    2+2 PhysicalCraft
    Quick Skills3+2 PhysicalExert
    Exert-04+2 MentalNotice
    Survive-05ExertPerform
    6Any SkillSurvive
    7Talk
    8Wrangle

    And here is the updated idea

    Free SkillsD12IncreaseD12Increase
    Survive-01Any Combat7Talk
    Wrangle-02Craft8Wrangle
    3Exert9+1 Any Stat
    4Notice10+2 Physical
    5Perform11+2 Physical
    6Survive12+2 Mental

    One annoying thing about backgrounds I haven’t mentioned yet is they are a pain in the ass to format on Google docs, at least when doing 2 column pages. I was hoping this would make it smaller, but it really doesn’t. Regardless of formatting, it still needs some adjustment on number of picks. I like giving another skill for free, as I like skills, but it’ll take more time to pick appropriate skills for each background without making some choices too much better than others.

    We can still do a “pick or roll” format. You can pick 2 from the first 8 choices, or roll three times. With some quick math, we can see the odds of rolling a +2 stat boost goes from 50% to 25%. Likewise though, the odds of rolling a skill you want goes from 12.5% to 8.33%. I think that’s probably a good tradeoff. As a proof of concept I think this works pretty well. I’ll probably spend some time converting the rest of the backgrounds over. That doesn’t solve all my issues with backgrounds, but it at least limits intentional min-maxing.

  • Backgrounds

    There are some problems with backgrounds. This is a common problem in RPGs. Though some of my favorite games use backgrounds to great effect (13th Age, Barbarians of Lemuria, for instance), for most they are an after thought. Which makes sense for a player. After all, a character evolves as it is played, due to the decisions a player and their group makes. Someone might start off as a farmer or a soldier, but after a few levels, the choices made since the game started will matter much more.

    So how much attention should we pay to designing backgrounds? XWN typically has 20 backgrounds in each game. And assigning 20 backgrounds skills and giving them a write up takes up a lot of time. While some skill choices are pretty obvious, what’s the 8th more important of thematic skill to a trader? It ends up getting a bit arbitrary. Add in that you don’t want to fill a background with all valuable skills (the rankings from the previous post help here) so there’s no one obvious choice, and it just takes up a lot of time that probably could have been better spent on other things.

    They’re also just not very fun. Some games put a lot of emphasis on backgrounds, turning it into a little minigame. Traveller is most famous for it, but other games have “lifepaths” as well. That approach has a lot of advantages. It introduces players to the setting, and creates more three dimensional characters, with built in problems, rivals, friends, and personality. In general I love this approach, but others chafe at the random results. If I had time, I’d make a lifepath system for this, but replacing backgrounds right now is a low priority. I talked about scope creep before, this is a prime example.

    XWN goes for quick and easy background, which is fine. I would be even more fine with it except for one thing: while most of the time a background is just a few skill points that will soon not matter that much, it can also be the most important choice a character can make.

    To understand why, we have to dive into skills and stats. I have been assuming at least a passing familiarity with the XWN systems so far, and will continue to do so, but I want to make sure each step of my train of thought is clear.

    Most of XWN is skill + stat vs a DC. Skills can be a bit broad, but mostly focus on a singular concept or theme. Stats meanwhile are very broad, and can apply to many different activities. Dexterity is often considered the best at this, applying to the widest array of activities, so it’s what I’ll be using for examples. So while Sneak is used to pick a pocket, and Shoot to hit a target, and Perform to do a juggling act, Dexterity is also used for all those things. There is more value in increasing Dexterity than the individual skills. Having a +1 in a stat is powerful and often character defining.

    Typically this isn’t a problem because stat increases are rare in XWN. There aren’t any foci that increase stats; the only way to increase them is using skill points at level up, which quickly gets expensive and can only be done a few times anyways. Meanwhile, skills level relatively easy. I think this is relatively balanced.

    But with backgrounds, we have the only time where it’s not just possible to raise stats, it’s actually easier. If a player rolls on the Growth table they could have up to 6 stat points to raise their abilities, potentially giving them several stats that reach the critical 14/18 thresholds. While it all depends on dice rolls, the odds are pretty good of at least getting one extra 14+ in a stat.

    This is a shame to me because I like skills and think they are more interesting than stats. You get a better overview of a character by seeing they have character Sneak-1 and Perform-0 than Dexterity 14. And in my experience, most players don’t care and will roll for skills because those are more fun. But experienced players will see that the discrepancies and take advantage of the rare time to raise stats, giving them a potential power boost that will likely not be able to be made up.

    What are the solutions? I’ve said before (and will probably say again), I’m not here to re-balance the XWN system, so right now I just made my backgrounds as standard. Removing Growth is the most obvious, but I think there should be a way to raise stats, just not as prominent as it is now. You could limit the number of times you can roll on Growth, but that starts getting meta-gamey and I prefer to not do that as much as I can.

    I think the easiest, and one I might do if the mood strikes, is combine the Growth and Learning table into a single d12 table. There might need to be a changing around of how many skills you get automatically and how many rolls you get, but I think the idea is solid. Might workshop that one some more.

  • Skills: Evaluation

    I group XWN skills into three general tiers. Skill value changes depending on the game. For example, Fix is generally a very broad, useful skill in Stars, but its equivalent Craft from Worlds is less necessary. Something like Heal might seem useful, but is immediately outclassed if anyone has any magical healing, except in Stars where you need it to apply various medicines. Settings, playstyles, GM tendencies, and a host of other factors, can all make these skills change importance.

    Tier 1: Profession Skills

    Administer, Know, Perform, Pray, Trade, Work

    These skills tend to be among the rarest used in actual play. While they are important for a character’s day-to-day life, as they usually represent some sort of job, they’re not often exciting for adventuring. Some classes might use these skills for Effort, and they might feel important for a character’s background, but they tend to be rather low value in general.

    Tier 2: Concept Skills

    Connect, Craft, Exert, Lead, Heal, Pilot, Sneak, Survive, Talk, Wrangle

    The majority of skills live here. Depending on a lot of different things, they may move up or down a category, but in general, these are skills that entire character concepts can be based on. If a player is investing a lot in one of these skills, they should probably have some challenges that use them. Likewise, it can be extremely frustrating for a group if one of these skills is absolutely needed but no one bothered to invest in it.

    Tier 3: Essential Skills

    Blast, Melee, Notice, Shoot

    While you don’t need every combat skill, you likely need at least a minor investment in a combat skill. While technically possible to get by with Swarm Attacks and quirky behavior, most players will want to be able to hit things. And Notice is just generally useful. It is maybe the only skill useful in every classic “pillar” of gameplay (combat, exploration, social). Which asks the question if it is too useful, and should be split up somehow. But I’m trying to keep scope creep out of this project, and rebalancing the entire XWN core is outside what I’m aiming for.

    Next, I’ll try to explain Backgrounds, and why I’m not a huge fan of them as presented.

  • Skills: New Options

    In XWN games, the skill list is one of the most important parts. It sets the vibes for the entire game. With only about 25-30 base skills available, and characters having limited skill points to spend, what those skills are and what they cover matter a lot.

    When debating what skills to have in a Western Without Numbers game, there were a few things I wanted to do for sure. The most important was a skill for gun, explosives, and general gunpowder shenanigans. Most XWN games have the Shoot skill, which covers everything from guns to bows to cannons to Death Star lasers. This mostly works in those games because the exceptions to the norm are not very common.

    If you’re playing fantasy, most of your Shoot weapons are bows, crossbows, and the like. On the rare chance you find some sort of sci-fi laser gun, it’s not worth having a skill solely for that. Likewise in a science fiction game, most Shoot will be done with guns, and you just kind of handwave it if you want to shoot a bow and arrow for some reason.

    As originally designed, my Frontier game was meant to be able to run games in the 18th and 19th centuries. So while guns were on the rise and bows were on the way out, there was more mix than usual. Then when we get to later in the 1800’s and we have cannons and dynamite and things of that nature, the Shoot skill just seems to cover too much for my liking.

    Enter the Blast skill. Blast covers all gunpowder-related activities. Both Blast and Shoot can be used for firing guns, but Blast is exclusive for explosives and artillery. This allows a lot of character concepts to be able to use guns, a core component in a Western, while not allowing someone to be equally as skilled with a bow as they are with a gatling gun.

    The other new skill is Create. Weird Science is a common fantasy western trope, but I’ve gone back and forth on how to include it. When settling on running a Deadlands campaign, it felt necessary for it to be there as a main option, though nothing except the Mad Scientist Edge gives it for free. But still, if a character wants to be good at using “New Science” devices, the skill is there to invest in.

    Finally, the last major skill change is folding Punch into the Melee skill. Blast creates another combat skill, and Punch has always felt a little redundant anyways. There are reasonable concerns about combining the skills, mostly dealing with grappling, but in this game about guns and magic, I don’t think it will come up enough to have a skill tax.

    Next, I’ll try to explain my overly convoluted way to evaluate how useful skills are.