Post by mister frau blucher on Mar 7, 2012 14:40:19 GMT -5
Not sure if my opinion counts for anything around here...but I would prefer a mostly histoical view of the environment. A little bit of mysticism is OK, as long as it is authentic in its Native American origins, but since we have fantasy and space lines, it makes sense to have this one more or less grounded in historical accuracy.
I'm probably borrowing too much from cinema (and this probably doesn't answer the question), but as far as westerns go, I like acid westerns. Off-beat, peculiar, weird. Yep, that's me Films such as "The Shooting," "Ride in the Whirlwind" and "Dead Man" being prime examples of the genre.
I think a small amount of weirdness and mysticism is warranted. You probably would want to make some events so as to be interpreted multiple ways. Was the old Indian that suddenly appeared and helped- then disappeared- a spirit... or did he just move on? Leaving things open and unresolved may help the mystery of the story.
Post by gigglestick on Mar 11, 2012 22:33:34 GMT -5
Hard to say. Every Western I've run (GURPS, TWERPS, and even Boot Hill) always started out as a normal Western, and then I ended up taking somewhere else. (GURPS Western Heroes Meet Call of Cthulhu, TWERPS Western meets Alien Invasion, Boot Hill heroes meet a vampire, Local Native tries to call spirits to get rid of the Europeans...gets something else..., etc.)
And of course, Space Gamer Fans will Remember Big Lizzie...boring after a while to play...
That's the sort of thing I always enjoyed. Straight westerns, while fun to watch, get
I would sympathise with the last Poster's comments, but on the other hand I would have to say that I totally loathe the Deadlands varient of Westerns. I would say that the pace of releases is quite slow, so it should be possible to keep adventures largely historical, and interesting.
A bit of mysticism or legend is fine. Big monsters isn't.
Having said that a one off with a bit of 'in keeping' supernatural as a change of pace (not the standard) might work. The best example I can think of was an old gurps adventure called (I think) Chaos in Kansas, where a bunch of 1920'30's adventurers ( ran GURPS as a Pulp rather than as a specific Horror campaign) where the characters stumbled across a remnant of old 17th Century witchcraft.
My take would be to keep it mostly historical. That being said, mysticism is a part of the Native American culture, so some supernatural or mythological elements that are consistent with that world view would be good. It shouldn't be over done or "over the top" wierd. Like Joe mentioned previously, having the charaters encounter events that are open to interpretation adds to the mystery and challenge of an adventure.
Well the ambiguity makes it a little easier to write than the white westerns (as opposed to the native american westerns).
In "Blood in the Dust," it was really difficult to write because of the need to be *reasonably* historically accurate. There was a lot of research that went into that one because of getting the towns right, the general level of settlement correct, and so on.
Even at that, I'm sure there were still a bunch of holes.
In "Grey Wolf" we will attempt to be historically accurate (there's little recorded history from that point of view), but there will be some openings for mysticism as per Native American legends.
i'm a little late to this thread but i thought it was interesting. i really don't know much about Jonah Hex other that what i've seen in the movie with Josh Brolin and one episode of Batman:The Animated Series....but I would say something along those lines would be cool. my impression is that there is some magic in 'that world' but, for the most part, it is out of the main character's hands. although, it is mostly out of his hands, it seems to often play a part in his adventures.
as far as historical accuracy vs. mucho time needed to research goes...i would make the 'world setting' comparable to our own world in that time period but let it be it's own fictitious world. this would give you more freedom and require less research. perhaps, the native american magic of this world is a little more real and powerful, thus allowing their culture to remain and fend off the encroachment of the white man. perhaps reverse the fortunes concerning diseases, native americans, and the white man. maybe it was the white man that lost great numbers to diseases they were exposed to in the north america instead. i would make it just different enough to make the world setting self-perpetuating.
i guess an example of 'make it basically the same but different' would be how the Game of Thrones world compares to our own world during similar time periods. really, fantasy itself is an example. i think the main thing is to keep the western themes and motifs (don't let it evolve/devolve into a fantasy setting).
wanted to clarify...i'm not just suggesting an alternate history but alternate geography as well....a completely different but VERY similar world.
i would think the main problem would be finding a way to balance the power and size of 'pale-face' society with native american society. from my point of view, native americans were doomed even if 'pale face' never fired a shot. the nature of modern civilization is not altogether different than how agent smith described humans in matrix movies. consume, expand, consume, expand. so even if we never fired shot unless fired upon or never broke a treaty, things would have ended up the way they did. native americans lived kinda like animals (not an insult, i revere it) so they would be facing the same problems that animals face today...lack of habitat. so, finding a way to keep the population of 'pale face' in check would be key to balancing the power of native americans and western europeans (and i my mind is the key to most of our world's problems).
oh, and the 'consume, expand, consume, expand' behavior is only possible through technological advancement and 'new lands'...so finding a barrier to technological progress could be the key to balance as well.