Later
in 2017, Knuckleduster will be
launching Gunfighter’s Ball, a new
game system with its roots in Desperado.
Gunfighter’s Ball will keep the
things people have loved about Desperado
while smoothing out some rough edges and adding some really useful new rule
mechanisms.
The
launch of Gunfighter’s Ball will make
it easy for Desperado players to
upgrade. When the rules are published, two additional documents will be
available free online.
·
The
first is a Player’s Guide, which
includes a reference sheet and just enough explanation to get a casual player
up and running.
·
The
second is another version of the Player’s
Guide which includes additional material to give Desperado players the info on how to incorporate the changes into
their games.
The
complete Gunfighter’s Ball rules (the Judge’s Guide) will include everything
needed to play, and is currently in playtesting.
SON OF DESPERADO FIRE MODIFIERS
Below is a reference sheet entitled “Son of Desperado.” This incorporates a few of the ideas from
Gunfighter’s Ball; namely, some re-vamped modifiers.
In
Classic Desperado, you find yourself
doing lots of dividing and figuring fractions. In order to remove that chore,
we’ve developed a super simple list of modifiers.
The
only time you have to cut your shot in half is if you moved or are considered Immobile (a serious wound, as found on
the Wound Chart).
Other
modifiers are simple adjustments up or down. These merely take you up and down
the specified amount; if your shot was 65%, a 10% penalty takes you down 10% to
55%.
·
All
cover penalties are a 10% penalty. To make things simple, cover is anything
that obscures the shooters view of the target.
·
Shooting
from horseback is a 10% penalty.
·
A
new 10% penalty is doled out for shooting with non-dominant hand (simplified as
“left” hand).
·
A
brand spanking new modifier is “Blind Shot Through Cover.” It’s a big one:
-30%. In Desperado, we noticed
numerous situations where you want to pepper the outhouse with gunshots,
knowing darned well the bad guy is in there. Likewise, if someone shouts at you
from behind a door, you know he’s there somewhere! With this modifier, you can
blaze away at a target your character can reasonably assume is behind a door,
fence, or wall, but can’t be seen. The shooter must have a good reason to
assume the enemy is present within a 3” swath of area, and nearly adjacent to
the target surface. It’s up to the game-master to decide if the shot is
allowable.
That’s
all the changes this time around. Keep a close eye on Knuckleduster.com for
updates on the progress of the next chapter in the Desperado saga!
Are there plans to have a campaign system in the new rules?
ReplyDeleteWe're still kicking that part around; I've seen problems with that when a faction gets unstoppable relatively quickly because of the advantages they get. We're looking more at a model that you would find in a game on Steam--thinking along the lines of "maps" and "levels."
ReplyDeleteSounds interesting. I understand trying to not get a run away faction though I would argue that should be the responsibility of the players. Again, I'm intrigued by what you posted, and can't wait to see more.
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