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What I have come up with is a “cascade”<strong>of</strong> three levels <strong>of</strong> umpire-controlledintervention. Indeed the first levelcan also be handled by willing andconsenting players without the need foran umpire. Essentially the first level is asimple random reaction to events aroundthem by unnamed civilians, passers-byand animals. The second level sees theintroduction <strong>of</strong> “civilian” characters withtheir own storylines and player statisticswho can be controlled by the umpire in amore or less random fashion. The thirdlevel is w<strong>here</strong> insanity may truly set in!At <strong>this</strong> level what is envisaged is ascenario within a scenario. At a random,or pre-determined, point in the gamethe inhabitants <strong>of</strong> the board suddenlycommence upon their own scenario.This will impact upon the playersplaying, ideally, a multi-player game toa greater or lesser extent. The rest <strong>of</strong> <strong>this</strong><strong>article</strong> sets out how each <strong>of</strong> these threelevels works, together with examples <strong>of</strong>characters, storylines and scenarios whichpeople are welcome to use, either lock,stock and smoking barrel, or merely asexamples to fuel their own imagination.This <strong>article</strong>, and the ideas and scenarios,are written from two basic start points.Firstly they are written with the<strong>War</strong>hammer Historical rules in mind andt<strong>here</strong>fore the character statistics usedare designed for use with that game.Secondly they are designed for use inmy own western town <strong>of</strong> Desolationso please excuse some <strong>of</strong> the “locality”based references. I am sure that the ideaswould transfer to other rules systems and,indeed, hope that they do provide someamusement for players using other rules.Simple Randomised EventsThe basic concept <strong>here</strong> is to produce aneasy way <strong>of</strong> making random charactersreact during the game. One <strong>of</strong> the greatappeals to me about western gunfights isto produce a town that is crowdedwith buildings and populatedby civilians. Fighting agame around these obstaclesis much more fun than doingso over a terrain made up <strong>of</strong> a couple <strong>of</strong>odd shacks in a strangely deserted setting.Nonetheless t<strong>here</strong> is a downside to <strong>this</strong>.If the civilians and/or animals do notreact or move then they are no more thansmall pieces <strong>of</strong> terrain.A simple way <strong>of</strong> dealing with <strong>this</strong>problem is to take a dice throw whenevera violent incident occurs near to a civilianor animal. A simple throw <strong>of</strong> one on aD6 would suffice. It is, however, muchmore fun to use a “smiley face” diceif you can find one. These have sixdifferent expressions from very happy tovery irritated and enable you to determinewhich expression makes the figure react.Once a figure has “reacted” then throwa GW scatter dice and a single D6 for acivilian or 2D6 for an animal. Move thecivilian or animal the distance on the dicein inches in the direction <strong>of</strong> the arrow.If an explosion is shown then the civilianor animal dives or falls to the groundand whimpers!How <strong>this</strong> works out in reality lies largelyin the hands <strong>of</strong> an umpire. Commonsense should be used. Except in cartoonsand poor computer games people andanimals do not run slap bang into thewalls <strong>of</strong> buildings. They move aroundthem. Accordingly characters shouldbe made to move with the semblance<strong>of</strong> realism. (It has to be acknowledgedhowever that t<strong>here</strong> is occasionally much“fun” to be derived from something verysilly indeed happening!) Given that <strong>this</strong>type <strong>of</strong> event is largely dictated by diceroll you can understand why I say that<strong>this</strong> can be used without an umpire at all.It does require players to share a similarview <strong>of</strong> how the game should be playedto work properly.Random CharactersBy adding <strong>this</strong> level <strong>of</strong> detail umpirecontrolled characters with their ownstatistics become involved in the game.The intention <strong>here</strong> is that each turn theumpire will roll a D6. On a roll <strong>of</strong>‘one’ one <strong>of</strong> the characters below willbecome “live”.In my own game I have continuedthe theme set out in the <strong>War</strong>hammerHistorical rules <strong>of</strong> using playing cards. Ihave put these details and statistics on toa separate playing card for each randomcharacter. Once a roll <strong>of</strong> ‘one’ hashappened, the card is drawn by chancefrom the pack and that character entersthe fray. From that point on it is down tothe umpire to use that character as closelyas possible within his other storylinesor, alternatively, to achieve the greatestamusement for all the participants!The list <strong>of</strong> random characters grows.To try to make the system work I havegenerally expanded them as the town<strong>of</strong> Desolation expands. Each time anew building or accessory is added Idream up a new random participant.When my steam train was added the twoWelsh railway workers appeared. Theschool room was accompanied by MissMacdonald and Little Britches. A few<strong>of</strong> the characters just appeared withoutthe need to be supported by a particularbuilding and are part <strong>of</strong> the background“colour” <strong>of</strong> any western town. Some<strong>of</strong> the characters have however beenprovided by friends whose insanityappears to exceed my own. (Even Iwould not have dreamt up an Eskimo ina western town!) These additions havesometimes actually led to the purchase<strong>of</strong> a building or accessory in order togive a good excuse for that character toappear. Other ideas are in the pipeline.A Chinese laundry with its owner, WanHung Lo, will appear before long, aswill a set <strong>of</strong> town Meeting Roomswith some slightly more upper-classdancers etc. Of course amongst thosedancers will be some with worryinglypsychotic tendencies.Illustration by Kenson Low:kenson_low@hotmail.com


Jones the Steam and hisbrother CaseyDriver and fireman <strong>of</strong> locomotive.Spend spare time cleaning theirown train and “spotting” others.Obsessed by their machine and willrun riot if its paint gets damaged.Both:S F St G A W P5+ 3 3 3 1 1 3Equipment: Repeating rifles.Dan Daly and Seamus RileyReporter and photographer for theDesolation Clarion. When fuelledby drink (<strong>of</strong>ten caused by boredom<strong>of</strong> sleepy town) have been known tocreate their own “news”. Seamusalso gets very touchy if anyone goesnear his camera.Both:S F St G A W P5+ 3 3 3 1 1 3Equipment: SixgunsErnst “Big Dutch” SchultzLoving husband to Dora and father to triplets - gentle giant- 6’ 8’’, 22 stone railwayman - champion rail spike driver -ambidextrous, immensely strong - capable <strong>of</strong> using a 28lbhammer in each hand to drive two spikes simultaneously-essential good nature undermined by endless sleepless nightsand distress caused to Dora & triplets - heading into town withaxe to request any player he encounters to keep the noise downunlikely to take an un-cooperative response well!S F St G A W P- 3 5 3 1 1 3Equipment: HandweaponScenariosAs stated in the preamble, insanity can truly set in at <strong>this</strong> level!The intention is that the umpire should have in mind an eventthat may occur at some point during the game. This mightbe a pre-determined point or, like the appearance <strong>of</strong> randomcharacters set out above, occur on a random throw <strong>of</strong> the dice.If the latter option is used then I suggest that the throw <strong>of</strong> thedice works in the same way that reserves are <strong>of</strong>ten summonedto the table in wargames. E.g. a roll <strong>of</strong> 6 will be required on thefirst turn - 5 or 6 on the second - 4, 5 or 6 on the third etc. Thismethod will ensure that the scenario kicks <strong>of</strong>f at some point andthe umpire’s efforts creating it are not wasted.The scenarios are, at the moment, <strong>of</strong> two basic types. One is anevent that involves most, if not all, <strong>of</strong> the non-playing figureson the table. In these scenarios every male or female characterhas an identical set <strong>of</strong> statistics set out below. I apologise for theobvious sexist difference in the statistics. The Wild West was aman’s world after all!MenS F St G A W P5+ 3 3 3 1 1 3WomenS F St G A W P5+ 3 2 3 1 1 3These do not require a complicated additional set <strong>of</strong> specificfigures and have an attraction because <strong>of</strong> that. The first twoscenarios are <strong>of</strong> that type.The second type is w<strong>here</strong> a number <strong>of</strong> specific identifiedcharacters with their own statistics and storylines becomeinvolved using a linked theme. The final scenario, “The BritishAre Coming!” is one <strong>of</strong> those. These are perhaps the most timeconsumingfor the umpire because <strong>of</strong> the need to buy and paintadditional figures. Nonetheless they can be the most amusing.T<strong>here</strong>’s gold in them thar hills!When <strong>this</strong> scenario commences all the male civilian figures on thetable hear the news that gold has been discovered in a nearby range<strong>of</strong> hills. Immediately overcome with dreams <strong>of</strong> wealth beyondimagining they lose all common sense and stampede for themountains. The umpire can determine which side <strong>of</strong> the board themountains are located <strong>of</strong>f. Objectives can be set for these civilians.They may try to steal every available horse or wagon to speed uptheir attempts to “stake a claim”. Trips to any <strong>of</strong> the stores in thetown that may sell shovels, pickaxes or even frying pans may benecessary. Woe betide anyone who stands in their way! Goldfever will also affect the members <strong>of</strong> each participant gang. A“Head for the Hills” test must be taken for every figure, everyturn. A failed test means that <strong>this</strong> particular member <strong>of</strong> the gangdecides that the chance <strong>of</strong> getting rich quick is more important thanwhatever else he was involved in. He joins the stampede!Bringing in the sheavesThe women <strong>of</strong> Desolation have decided that enough is enough.They have formed the Bible Union and Temperance Union forGodly Living for Yourselves, BUT-UGLY for short. All thewomen on the table attempt to drive troublemaking playersout <strong>of</strong> the town by the force <strong>of</strong> their will and personality. Anymale civilian figures join <strong>this</strong> union rather more reluctantly.Nonetheless they will do so on a dice roll <strong>of</strong> 4 or more. Testfor <strong>this</strong> roll every turn. The normal rules about not shooting atcivilians apply. Accordingly the civilian figures can effectivelyblock out movement for some players and pen them in or drivethem <strong>of</strong>f the table. Despite their religious fervour the civilianfigures will fight back if attacked. Of course <strong>this</strong> option mayonly be available to outlaws and certain special characters.The British Are Coming!In <strong>this</strong> scenario t<strong>here</strong> is a strange gathering <strong>of</strong> “limeys” <strong>of</strong>various description within the town. Some resident, most not.When trouble breaks out amongst the locals one <strong>of</strong> the Englishsees something going on that he feels is “just not cricket”.(Sadly <strong>this</strong> paragon <strong>of</strong> justice is almost always Lord Anthony!)Once he gets involved then the other characters set out belowwill join in. It is unclear whether they do <strong>this</strong> out <strong>of</strong> a spirit <strong>of</strong>national unity, pure jingoism or a simple desire to “show thesedamned colonials a thing or two!!” The real reasons do notmatter, it is the fun <strong>of</strong> the game that is important.


Lord Anthony Auberon Allardyce D’ArcyThird son <strong>of</strong> the Duke <strong>of</strong> Elmet -noble nincompoop, but well aware<strong>of</strong> his own considerable limitationsin “the old brainbox department,haw haw” and a very kind andconsiderate young man who isperfectly charming (as overgrownpuppies <strong>of</strong>ten are) - however heis fearsomely athletic - Captain <strong>of</strong>Rugger, Rowing, School Boxing,Fencing and Singlestick Champion;he will undoubtedly grow intothe sort <strong>of</strong> British Army Officer whose “Men will follow himanyw<strong>here</strong> - if only out <strong>of</strong> curiosity!” unless his determination to“do the decent thing” gets him killed first!S F St G A W P5+ 3 5 3 1 1 3Equipment: Heavy pistol; handweaponNaik Prabend SinghEx-Garwhool Rifles NCO, ex-batman to Lord Anthony’s fatherand general factotum to the above - extremely fond <strong>of</strong> both his“Young Gentlemen”, and very protective <strong>of</strong> Lord A - inclinedto think that The Hon Peter is pretty well able to take care <strong>of</strong>himself…and indeed most anything else if required…dismissesas sentimental nonsense the notion that a Ghurka only sheatheshis Kukri once blood has been shed, but still has a lattice <strong>of</strong>small neat scars on his left thumb from the odd occasions whenhe has breached <strong>this</strong> ancient superstition.S F St G A W P4+ 3 4 3 1 1 3Equipment: Rifle; handweaponThe Honourable Peter Hoo-DunnitSlightly older and very much wiserfriend <strong>of</strong> the Lord Anthony - archetypalamateur sleuth - clear thinker, goodshot, useful in punch-up but generallyprefers brain to brawn - expensivetastes in wine, women and song - hasfound that poker is a “D’vlish goodgame, what ho” in terms <strong>of</strong> financingthe above - especially as he has an IQin the high 140s, and a mind as sharpas a steel trap; would never cheat - butactually doesn’t need to when playingwith sozzled cowboys and miners who need to remove theirboots to count to twenty In the last three months he has alreadywon 140,000 acres in Montana, a small but productive silvermine and his own railway.S F St G A W P3+ 3 4 3 1 1 3Equipment: SixgunArthur “The Englishman” EntwhistleKeeps a well organised boarding house on the edge <strong>of</strong> town -late middle age, neat in appearance, sober and modest in habit- but not generally known to have started life as a pick-pocketand cat burglar in the London “Rookeries” close by WappingDock - avoided the gallows for theft as a boy <strong>of</strong> 12 by taking theQueen’s Shilling - more than 30 years with the Colours, retiringas RSM <strong>of</strong> a crack cavalry regiment - has served in the WestIndies, West, South and East Africa, the Persian Gulf, India,North West and North East Frontiers, China…met, fought andgenerally killed the Queen’s enemies on a hundred differentbattlefields with quiet and good natured efficiency - crack shotwith rifle and pistol - pig-sticker par excellence - beau sabreur.Has a very strong sense <strong>of</strong> order and decency, and a welldeveloped concern for women, children and the elderly - alsocompletely fearless, and accustomed to being taken seriouslyand obeyed promptly. Most western gunfighters killed a handful<strong>of</strong> people “in extremis” - Arthur has killed hundreds “in a goodcause” without losing his temper or a wink <strong>of</strong> sleep - generallyill advised to give him a good cause…S F St G A W P3+ 3 5 3 1 1 3Equipment: Rifle; Heavy pistol; handweapon

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