Guns & Goons
A downloadable game
Get your horse saddled up and fight a swamp demon and some banditos, Tunnel Goons* style.
This PDF is A5, and meant to be printed as a small, 8 page booklet. The players have a character sheet right on front.
The idea is every player can easily have a printout of the book, and thus have everything they need to play.
* Tunnel Goons is the excellent system by Mr. Nate Treme. Be sure to check his stuff out!
Status | Released |
Category | Physical game |
Rating | Rated 4.8 out of 5 stars (4 total ratings) |
Author | cozmoboy |
Download
Download
GunsAndGoonsFullA5.pdf 2.2 MB
Install instructions
Use the print booklet function of Adobe Acrobat to make an A5 copy for each player. I like to use card stock for the cover page.
Comments
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I have a question about the called shots (not sure I understand the text).
Rules say:
<<If you'd like to call a shot, like "I'm shooting for his gun hand," you must first roll a hit, then
roll at or above that location's number on the location table. Rolling below means a miss.>>
ok, so let's say I want to shoot the right hand of my target causing serious damage to the hand... - on the location table : "2-4 = [right]hand injured"
So I throw 2d6... two questions
- Do I need 6+ to hit and anything below 5 is a miss? (I taking this as "add together the two parts of the location and this becomes your target number")
- Do I add anything from my advantages, skills etc to the 2D6 roll, or is it always 2D6 when determining if I hit the right place?
Gosh, two years ago! I haven't checked this stuff in a long time! Please forgive my tardiness!
The way the called-shot rule is intended to work is:
First you make a call: "I am going to try to shoot him in his gun hand."
Next, you roll to see if you hit at all. If you didn't even hit, then the called shot is moot. You missed completely.
Next, if you've rolled a hit, you roll on the location table. If you are shooting for the right hand, any number on the first die 3 and above means you've hit the hand.
The idea is that, although it is a more difficult shot, it would make it so you wouldn't accidentally shoot the person in the head or the foot.
Does that make sense?
Nice hack thanks!
However are you really suggesting that any non-bludgeoning damage injury roll on the Location and Effect table?
While that may be realistic it makes combat extremely dangerous and also seems at odds with the "Regain lost Health Points by spending the night in a safe spot." rule, which while common in game systems is definitely not realistic.
I think if I were to run the game I'd only make rolls on the Location and Effect table for some kind of critical hit.
Hey! I can't believe I didn't see all of these comments from so long ago! I agree, you should only use the injury roll table if it 1) makes sense, and 2) makes the game more fun! To me, it makes sense in a one-on-one showdown for sure, and only sometimes in other circumstances. Play the way that works best for you and your table!
Thanks for the reply :)
Personally I think it only makes sense for me when facing a significant opponent.
If the PCs are dealing with a bunch of hired hands I don't want them crippled early in the game regardless of how realistic that might be, but if they are facing off against the arch villain of the game then sure ramping up the threat level feels appropriate.
That sounds exactly right.
I really like what you've done with the TG system. I do have a question regarding the SKILLS specifically stealthy. Do i need this skill to be able to make stealth checks or was it meant to provide a bonus to stealth checks
Hey! I'll extend the same apology to you that I did to the comments above! I haven't looked at this for a long time, and I'm sorry I didn't respond until now!
Yes, I had intended for sneaking under difficult circumstances to be something that a normal cowboy or girl wouldn't normally be any good at. You would handle unskilled attempts by fiat (i.e. - let the player description, situation, and fun at the table help the GM decide).
Does that help?