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Author Topic: What rules to use?  (Read 4368 times)

Offline BaronVonJ

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Re: What rules to use?
« Reply #15 on: 14 July 2014, 02:48:45 PM »
Fistful of Lead, but then I'm biased.

Offline Golgotha

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Re: What rules to use?
« Reply #16 on: 14 July 2014, 07:02:34 PM »
Deadlands Railwars. Normally dropping much of the weirdness.

Offline Faustulus

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Re: What rules to use?
« Reply #17 on: 15 July 2014, 01:28:06 AM »
Reading another thread on here got me to thinking about using Pulp Alley rules. I skimmed S&S, but it doesn't seem to be what i am after and after reading Fistful of Leas I realized I had played it at a convention once.

I don't think I would like the initiative sequence of pulp alley with the west setting, but maybe I could just replace it. Or maybe I am just too picky. :) 

Offline Legionnaire

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Re: What rules to use?
« Reply #18 on: 16 July 2014, 12:10:28 AM »
I prefer Six Gun Sound from Two Hour Wargame, great engine and it also works like a charm for solo play. Maybe Tombstones n' Tumbleweeds would be something for you too.
The most important thing in the hobby is that you're having FUN! Doesn't matter if you win or lose.

Offline hentzau

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Re: What rules to use?
« Reply #19 on: 16 July 2014, 05:02:38 AM »
I'd like to give DMH a try, but one of our players has purchased a bunch of preprinted Tong, and I don't think they have rules for Tong yet...

Offline Chico

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Re: What rules to use?
« Reply #20 on: 16 July 2014, 10:11:07 AM »
I'd like to give DMH a try, but one of our players has purchased a bunch of preprinted Tong, and I don't think they have rules for Tong yet...

Well the rules are adaptive, so choose one of the other 11 Gangs (8 Offical, 3 WGI) and make the Tong fit to them. For example one are are players is running with a Pulp style KKK gang which he uses as Despo's and another has Cowgirl Hookers which is run as Outlaws.

 

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