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Author Topic: Shoot N' Skedaddle - SNS PDF version available for $7, rules free online.  (Read 56184 times)

Offline Bellygrub

  • Schoolboy
  • Posts: 9
Re: SHOOT N' SKEDADDLE - PDF version printed for previews...
« Reply #285 on: 29 September 2013, 01:03:51 PM »
You just made my day! I'll be looking forward to trying out the game if you're there. (And hopefully picking up a box).
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Offline forlorn

  • Librarian
  • Posts: 116
Re: SHOOT N' SKEDADDLE - PDF version printed for previews...
« Reply #286 on: 29 September 2013, 04:11:34 PM »
Um...I'm thinking about it.  I know some of my buddies are going - so I may try to.  Depends on the cash flow, just sheer gas money becomes several hundred dollars from here to there.  I used to live in PA nearby though, so it'd be a drive I know very well.

Also I've never hosted at a big-time convention...more off-the-cuff stuff locally.  I'd imagine I'm probably too late to host (not that I wouldn't still love to attend it).  I'll check it out.

Checked their page...I had a few days left to register.  I threw in a GM request, so we'll see if they have room.  If so, yep, I'll be attending.



That'd be great to see the game and be able to pick up a set of the cards. I didn't go back through the 19 pages and wanted to ask if you had a link to those cards you showed on the Ep1 video of the 1860's cards? Those are pretty nifty. Hope to see you in Lancaster!
A dash of salt. A pinch of make believe. A dose of wishful thinking. A smidgen of truth. There you now have the recipe for a rumor.

Offline Elbows

  • Galactic Brain
  • Posts: 9973
Re: SHOOT N' SKEDADDLE - PDF version printed for previews...
« Reply #287 on: 29 September 2013, 06:20:32 PM »
Well, I'm really late to register, so I'm guessing there probably won't be room.  But why not take a crack at it.  I have a buddy or two who are going.  If I go, I will have a couple of boxes on hand (and tokens which are free at conventions).

Regarding the playing cards, there were some links a few pages back.  They're "Highlander 1864" cards.  Easy to google, currently produced by a company here in the US.  I got mine off of some random 'Old West' fan site for reenactors.  They run about $3-6 a pack depending on where you find them. 
2025 Painted Miniatures: 348
('24: 502, '23: 159, '22: 214, '21: 148, '20: 207, '19: 123, '18: 98, '17: 226, '16: 233, '15: 32, '14: 116)

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Offline forlorn

  • Librarian
  • Posts: 116
Re: SHOOT N' SKEDADDLE - PDF version printed for previews...
« Reply #288 on: 29 September 2013, 06:39:25 PM »
Well, I'm really late to register, so I'm guessing there probably won't be room.  But why not take a crack at it.  I have a buddy or two who are going.  If I go, I will have a couple of boxes on hand (and tokens which are free at conventions).

Regarding the playing cards, there were some links a few pages back.  They're "Highlander 1864" cards.  Easy to google, currently produced by a company here in the US.  I got mine off of some random 'Old West' fan site for reenactors.  They run about $3-6 a pack depending on where you find them. 

If you have any issue registering let me know. I am on staff for the convention (I'm one of the guys running the flea market) and I know the convention director. I might, and I stress might, be able to assist if you run into a snag. I know myself and Mr Grub would like a set of your cards.

And thanks for that tip and info. I'll do some searching for the cards.

Offline Elbows

  • Galactic Brain
  • Posts: 9973
Re: SHOOT N' SKEDADDLE - PDF version printed for previews...
« Reply #289 on: 29 September 2013, 06:52:01 PM »
Ah, I was going to ask - how and where do I access the flea market?  I have a ton of stuff I'd like to get rid of for cheap and ebay-ing just takes way too damn long.  I'll check the site, but that'd be another reason I'd really like to go (heck I may go anyway just to sell stuff and play games).

If I get to host it'll be listed under: "Rough Passage" - American Old West, 1870's as the game title.  It'll be a ferry crossing scenario (been meaning to do some new terrain and try something a bit different).  Just after registering last night I painted up a half dozen of my last figures and started on four more horses.  Conventions are great motivators to get stuff done (especially when I'm hosting/advertising my own game).

This time, I plan on actually bringing miniatures... >:( lol

Offline forlorn

  • Librarian
  • Posts: 116
Re: SHOOT N' SKEDADDLE - PDF version printed for previews...
« Reply #290 on: 30 September 2013, 01:12:12 AM »
Ah, I was going to ask - how and where do I access the flea market?  I have a ton of stuff I'd like to get rid of for cheap and ebay-ing just takes way too damn long.  I'll check the site, but that'd be another reason I'd really like to go (heck I may go anyway just to sell stuff and play games).

If I get to host it'll be listed under: "Rough Passage" - American Old West, 1870's as the game title.  It'll be a ferry crossing scenario (been meaning to do some new terrain and try something a bit different).  Just after registering last night I painted up a half dozen of my last figures and started on four more horses.  Conventions are great motivators to get stuff done (especially when I'm hosting/advertising my own game).

This time, I plan on actually bringing miniatures... >:( lol

If you don't pre-register you can purchase a table when you arrive. The Saturday afternoon session normally has open tables for purchase. The cost is 20.00 per session. There is a Friday afternoon Flea Market Session, Saturday morning and Saturday afternoon although the Saturday morning is normally booked by now. I always preferred the Saturday afternoon myself for selling. Hope to see you there.

Offline Elbows

  • Galactic Brain
  • Posts: 9973
Re: SHOOT N' SKEDADDLE - PDF version printed for previews...
« Reply #291 on: 30 September 2013, 07:01:18 AM »
Sounds good.  Lots of stuff to unload, and I'm tired of wasting my time on ebay.  Besides, maybe enough stuff to cover my hotel room and some fuel... lol

Offline Elbows

  • Galactic Brain
  • Posts: 9973
Re: SHOOT N' SKEDADDLE - PDF version printed for previews...
« Reply #292 on: 07 October 2013, 04:29:54 AM »
Well, no word back on whether or not I'll be hosting at Fall In! or not.

Question for the players...do you guys prefer maps with your campaigns?  I've been hemming and hawing over my campaign system...which has now been through numerous drafts.  I'm torn between requiring a simple map (easily drawn up by players) or not.  Any preference?

The overall campaign process will be very simple, but the campaign map use would make it a bit more strategic from a campaign side of things (requiring players to attempt to outmaneuver each other on the map, etc.). :?

Offline Gutbukkit

  • Mad Scientist
  • Posts: 965
    • Hrafnslith - Dark Age Reenactment
Re: SHOOT N' SKEDADDLE - PDF version printed for previews...
« Reply #293 on: 07 October 2013, 06:08:49 PM »
It depends how the map is to be used. Will it be a more localised map with key strategic features represented or a broader outlook with different towns? An example map of either would be great but as many peoples towns will be located in various locations in the US, a map to suit everyone may be difficult.

I guess what I'm trying to say is yes I like maps but as an example of how to set up my own.

Offline Elbows

  • Galactic Brain
  • Posts: 9973
Re: SHOOT N' SKEDADDLE - PDF version printed for previews...
« Reply #294 on: 07 October 2013, 09:32:36 PM »
The map would be something like this (I would provide a couple of sample maps, but mainly the players would create their own map prior to the campaign):



The idea being you have three sizes of "locations": camps, towns, cities.  There are three methods of travel: roads, cross country trails, and railway lines.  A campaign turn would involve players secretly noting down the movement of their posse or gang (different types of travel being different speeds/etc.).  Movement would be revealed and any location where opposing posses/gangs meet a game would take place.

This would open it up to numerous posses/gangs partaking in a campaign (either free-for-all or team based).  Also I allowed posses or gangs to split up if desired.  Each type of location determines the ability of a posse or gang to recruit new characters or buy new weapons.

A very simple concept.  Following a game, resolution tables handle the development or fate of characters depending on whether or not they were taken out of action.  By using a map, players can create more of a sense of unity to their games, and the locations could also provide the impetus for designing scenarios...allowing the players to create the narrative.

Offline Gutbukkit

  • Mad Scientist
  • Posts: 965
    • Hrafnslith - Dark Age Reenactment
Re: SHOOT N' SKEDADDLE - PDF version printed for previews...
« Reply #295 on: 07 October 2013, 09:41:20 PM »
Looks and sounds good to me. It seems you're going for the approach I like with the map.

Offline Elbows

  • Galactic Brain
  • Posts: 9973
Re: SHOOT N' SKEDADDLE - PDF version printed for previews...
« Reply #296 on: 07 October 2013, 09:55:51 PM »
The alternative would be abstract, simply rolling a dice to see what kind of location you enter etc.  I am thinking the map is more entertaining.  I think I'll pursue this angle a bit more.  Damn PDF is going to be 70+ pages by the time I'm done... :-X

Offline Pendrake

  • Librarian
  • Posts: 150
Re: SHOOT N' SKEDADDLE - PDF version printed for previews...
« Reply #297 on: 07 October 2013, 09:56:29 PM »
The map would be something like this (I would provide a couple of sample maps, but mainly the players would create their own map prior to the campaign):



The idea being you have three sizes of "locations": camps, towns, cities.  There are three methods of travel: roads, cross country trails, and railway lines.

Elbows: nice map, I like the style.

Three sizes of human habitation seems like too few. There is a really big jump from camp to town. Howabout: Camp, Outpost, Town, City??

Symbols improvements occur to me:
--Camps: hollow black outline star.
--Outpost: solid black star.
--Town: Hollow Gold Star.
--City: Hollow Gold Star inscribed in Black Circle.
Different symbols would save having to put "(Camp/Town...)" etc. under each place name.

Also, what about a fourth method of travel? Cutting across county/blazing a new trail (instead of following an existing trail). If somebody tried to go strait from Moore Station to San Cristobol, for example.
Pendrake

Offline Elbows

  • Galactic Brain
  • Posts: 9973
Re: SHOOT N' SKEDADDLE - PDF version printed for previews...
« Reply #298 on: 07 October 2013, 10:47:22 PM »
Yeah, the map is just a sample.  I expect plenty of people will either scratch them down on a piece of paper or create nice big cork-board maps, etc.  I will probably do a better image for the map.

Regarding the number of locations...three is simple and fits with the dice scheme which they apply to.  The type of location only serves to identify how many characters/weapons a posse or gang can recruit/purchase, and what kind of medical care is available (there are four levels, one of which is free).  The vast majority of the campaign stuff will come from tables (I love me some random tables...heck I love EVERYTHING randomized when possible).  As with everything else, if players want to add on heaps of detail etc.  I've got zero problems with it.

As far as cross-country goes, the dotted lines already represents a hardship.  Using a cross-country trail requires a roll on the cross-country table which is rather hazardous (50% chance something awful happens to ya).  Though in theory the players could feel free to draw dotted lines from every location to every other one (or simply use this as their own house rule).  I wanted to limit some of the locations so that players can hunt each other down, and corner each other.  While I've yet to play a campaign myself, it's a pretty brutal campaign.  Thus I like to give players the actual chance of winning a campaign.

So the things you mentioned can be done, though I don't think I'll be adding a fourth location.  I do think it'd be neat to adjust the campaign halfway through by adding new travel paths, such as a railroad company finishing a new set of track, or a new path being forged between previously unconnected locations etc.  I've always been a huge fan of house rules, so I hope players take the game and make it their own - adding or removing whatever they see fit.

PS: Phil is doing a swell job on the PDF downloadable card sheets for me.  It's not a rush job, I'm just stoked to receive the help.  They should be printable for double-sided prints if all works out well.  I will be offering a Lead Adventure discount on the PDF version since you guys have been the main forum I've stuck to for SnS work.

Offline philhendry

  • Scientist
  • Posts: 414
    • My Wargaming Website
Re: SHOOT N' SKEDADDLE - PDF version printed for previews...
« Reply #299 on: 08 October 2013, 12:14:52 AM »
PS: Phil is doing a swell job on the PDF downloadable card sheets for me.  It's not a rush job, I'm just stoked to receive the help.  They should be printable for double-sided prints if all works out well.  I will be offering a Lead Adventure discount on the PDF version since you guys have been the main forum I've stuck to for SnS work.
The artwork is very nice to work with, and I'm making progress - not as fast as I'd have liked, but I've had a terribly hectic few days. Hopefully in a week or so, I should be done with fiddling on so as to make the cards printable double-sided - also hoping to get more on each page too, so as to reduce printing costs, whilst also keeping the file sizes down, so as to reduce download times - but without adversely affecting image quality.

 

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