IntroductionThe Rules with No Name. The scenario was very simple. Emmett Clanton and his brothers Jebediah and "Black" Bart (a nasty bunch, if ever there was one!) have just ridden into town and tied up their horses. Note that Black Bart is so-called because of his behaviour, not because of his clothes. Emmett is the dandy in the black suit!
The Clantons are feuding with another local family, the Eastwoods. Of course, some of the latter are also in town. I guess the sheriff is either away at the moment or he just doesn't want to get involved today...
Emmett gave a grim smile. "No-one does that to my kin! I reckon we'd better go and ask them for an apology." He loosened his coat and started to walk slowly down the street.
"Dang, if it isn't them Clanton brothers" exclaimed Blondie. "I told Jeb Clanton to stay out of town. He must be as stupid as he is ugly to come back so soon. We'd better teach them a lesson, boys."
Special RulesTo recreate that "High Noon" feeling, the players would initially be very restricted in what actions they could take. When their character card came up from the action deck, they could either:
- Stand still (and look menacing?)
- Reposition up to 2". If they moved in any direction other than forwards then this would be taken as a sign of cowardice, so it wasn't allowed. However, because this is a slow and deliberate move, the player could also move the other figures on his side as well as his own, as long as they stayed shoulder to shoulder.
- Draw and fire. A player could pick one of the other faction and fast draw.
Jesse then left the corner of the building where he was hiding and advanced up behind Jebediah and Black Bart.
ConclusionWell, the Clantons won that, I think! Still, they didn't come through unscathed and will no doubt be grieving for Black Bart. I wonder if Blondie has any younger brothers to continue the feud and try to take revenge?
In general, I'm very pleased with The Rules with No Name. There's just one area which doesn't quite work for me and that's the way wounds are allocated. There are only 5 chances out of 36 of a Dead result on the injury table (2 out of 36 if the target is Tough) and having a better chance of hitting doesn't improve this.
I've got a house rule in mind that I may implement the next time I play TRWNN to make hits a bit more serious. It's this: for a deliberate or aimed shot, any '6's rolled beyond the first (i.e. the one needed to get a hit at all) may be used to modify either the wound location or severity by 1 each.
So if I take a really good, aimed shot and manage to roll 3 '6's then the first one causes a hit on the target (as per normal). The 2nd and 3rd '6's could each be used to modify the hit location or wound severity dice by +1 or -1. Of course, if I blaze away then each '6' is a separate hit and I'll just need to take my chances as to where the hit occurs and how bad it is. Does this sound like a workable system?