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Tuesday, July 19

Dead Simple Western USR Gambling Rules

I like these rules "I" thought up. I believe they give gambling and gaming rolls emergent opportunities which otherwise might not so easily noticed during a call for Attribute tests. 

In keeping with the spirit of the (U)nbelievably (S)imple (R)oleplaying game, these rules are simple. Yet, are built on top of the internal logic Scott, the creator of the system, has incorporated successfully in his design. I'm referring to the three character attributes which make up all characters in the game. These are Action, Wits, and Ego. Pretty self-explanatory. The game revolves around three attributes. Further, each one of your attributes has one (and can only use one of each type) of the available dice allowed in play. These are a D10, a D8, and a d6. You can put these in any order you want, but being limited to one of each size the system has deftly added roleplaying prompts as soon as you look at a character sheet. 



What this means for Western USR, and saloon gambling specifically, are the following:

  • Characters may use any of their 3 attributes to gamble.
  • If the character chooses to use Action, they are cheating. 
  • If the character chooses to use Wits, they are just good.
  • If the character chooses to use Ego, any throw resulting in a Critical/Fumble check triggers a random encounter. 75% chance it is someone being accused of cheating, just not you.
  • A character may switch which attribute they use for their check in between hands, and/or shoots of the dice, whatever the game of chance may be.
  • A character may not change which attribute they use during a hand unless the Saloon Keeper approves. 

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