[Review] Aces & Eights (1st and 2nd Edition Showdown)
Posted: Tue Dec 03, 2024 4:18 pm
Listening To: Prelude/The Land (from How the West Was Won)
Introduction
Without a doubt, the most popular role-playing games are set in a fantasy world. The PCs travel from town-to-town, wandering the wilderness, standing up to corrupt nobles, defending caravans from marauding bandits, skirting the edges of world-defining conflicts and choosing a side and using their skills and abilities to lead their preferred side to a victory. All the while, they wield martial prowess and magical might against enemies with similar abilities or monstrous beasts. Law often comes from the blade of a sword as the PCs wander a wilderness far from any authority. Vast riches lie in these deserted areas, ripe for the taking. A man (or woman) can, by their actions, raise their station from the gutter to the highest echelon of society almost overnight.
And with little change, everything above could apply to a western RPG. Corrupt sheriffs and greedy cattle barons instead of nobles, outlaws instead of bandits. And while magic isn't historically real, people of the time often believed in magic, and making it real doesn't ruin the setting. Native American shamans shielding their warriors from bullets with a magical ritual, or voodoo percolating through New Orleans to the western frontier, or even Satanists calling upon demons and devils to wreak havoc aren't too much for the Western to hold.
So why aren't Westerns popular compared to fantasy settings? I think there are two main reasons. First, any time you base a setting on the real world, there are real people and events that you have to respect, even if you opt for an alternate time line. It's really easy to portray evil and brutality without holding them to account.

Or making a mockery of them
It's easy to have a beer-and-pretzels game of Dungeons and Dragons where orcs are kill on sight and stealing their treasure raises no moral qualms. That's not something you can do with Native Americans or even by flipping the script and attacking settler families. This is a real issue, and there's no real solution - no matter what you do someone is going to be unhappy with some level of cultural insensitivity. The 'real west' was racially diverse and had people mixing from all over the world. Between 1/5 and 1/4 of real cowboys were African-American, and there were Vaqueros all over what became the Southwest United States, Chinese immigrants fleeing the Taiping rebellion and its aftermath poured into San Francisco and dispersed throughout the area, and European immigrants flooded into New York and headed west (including more than 1 million Irish). This is a place where any story you could conceive of could have plausibly happened, but ultimately in the real world the 'wild west' came to an end.
In 1877 Chief Joseph of the Nez Pierce declared he would 'fight no more, forever'. Sitting Bull surrendered in 1881; Geronimo, the last Native American warrior to formally surrender, in 1886. By 1890 the frontier was declared closed by the U.S. Census Bureau. Before that, the 'Wild West' was reduced to a side-show as Buffalo Bill took a traveling show around the country and the contents of dime novels was produced, live, for spectacle.
I don't have much to say about this first reason - it exists and there's nothing an RPG can do except posit an alternate timeline and hope for the best - to recognize that the setting exists in the same world as 'The Good the Bad and the Ugly', rather than any world we know.
The second reason has to do with mechanics and genre-emulation. In a Western, our cowboy has to crash through swinging saloon doors and give a steely-eyed stare to a room full of pistol-packin' ne'er-do-wells knowing that he's going to survive if they all draw and a hail of bullets whizzes past him (or at least have a chance), while at the same time has to act like he's beaten when a low-down weasel sneaks behind him and puts a gun to his back - that a single bullet delivered at the right time is certain death. More importantly, the PC strategy can't be to dress in black pajamas and sneak into the villa and slit the cattle-baron's throat while he sleeps - the medium demands that sometimes these things gets resolved with a showdown and everything comes down to the speed of the draw.
A Western-RPG has to have rules that incentivize the types of behaviors you want from PCs. There's a real tension between maintaining verisimilitude and encouraging the PCs to get into a shootout at the OK Corral. Even the most insufferable 'realism' gamers are okay surviving a blast of fire from a dragon's maw but draw the line at a bullet through the brain. Once again, this isn't easy to resolve - it's been on my mind off-and-on for the better part of two decades and I don't really feel like I have a solid answer.
So Why Are We Doing This
I've mentioned that I have a fantasy heartbreaker RPG that my friends and I wrote together and we've been developing and playing since 2008. There's been some interest in adapting our game to Western/Modern (and maybe other) genres, and taking a critical look at what other designers have done might help me along. Outside of that, there are so many pitfalls in game development that people keep falling into. We all know 'what works at one table may not work at another', so everyone should feel free to tinker with the rules, but if the rules consistently produce outputs that aren't FUN for ANYONE, figuring out how to make them better is in everyone's interest. If the designer didn't figure out how to make the rules work to create the game they envisioned, dozens or hundreds of Game Masters aren't likely to generate better rules on the fly......

Sorry, that's McFly
....and if they do, it comes at the expense of consistency. There's real value to having rules that produce the outcomes you want - that are genre appropriate and fall within the player's expectations - and also to help DEFINE those expectations. Whether we're using action-hero physics or a cut from broken glass leads to gangrene and death matter and players and GMs need to know which way the game leans.
Also, since I'm a fan of Westerns in general I get to name-check some of my favorite movies (or at least ones that seem relevant) and some of my favorite cowboy songs. Happy to have a side-bar conversation about any or all of those.
Introduction
Without a doubt, the most popular role-playing games are set in a fantasy world. The PCs travel from town-to-town, wandering the wilderness, standing up to corrupt nobles, defending caravans from marauding bandits, skirting the edges of world-defining conflicts and choosing a side and using their skills and abilities to lead their preferred side to a victory. All the while, they wield martial prowess and magical might against enemies with similar abilities or monstrous beasts. Law often comes from the blade of a sword as the PCs wander a wilderness far from any authority. Vast riches lie in these deserted areas, ripe for the taking. A man (or woman) can, by their actions, raise their station from the gutter to the highest echelon of society almost overnight.
And with little change, everything above could apply to a western RPG. Corrupt sheriffs and greedy cattle barons instead of nobles, outlaws instead of bandits. And while magic isn't historically real, people of the time often believed in magic, and making it real doesn't ruin the setting. Native American shamans shielding their warriors from bullets with a magical ritual, or voodoo percolating through New Orleans to the western frontier, or even Satanists calling upon demons and devils to wreak havoc aren't too much for the Western to hold.
So why aren't Westerns popular compared to fantasy settings? I think there are two main reasons. First, any time you base a setting on the real world, there are real people and events that you have to respect, even if you opt for an alternate time line. It's really easy to portray evil and brutality without holding them to account.

Or making a mockery of them
It's easy to have a beer-and-pretzels game of Dungeons and Dragons where orcs are kill on sight and stealing their treasure raises no moral qualms. That's not something you can do with Native Americans or even by flipping the script and attacking settler families. This is a real issue, and there's no real solution - no matter what you do someone is going to be unhappy with some level of cultural insensitivity. The 'real west' was racially diverse and had people mixing from all over the world. Between 1/5 and 1/4 of real cowboys were African-American, and there were Vaqueros all over what became the Southwest United States, Chinese immigrants fleeing the Taiping rebellion and its aftermath poured into San Francisco and dispersed throughout the area, and European immigrants flooded into New York and headed west (including more than 1 million Irish). This is a place where any story you could conceive of could have plausibly happened, but ultimately in the real world the 'wild west' came to an end.
In 1877 Chief Joseph of the Nez Pierce declared he would 'fight no more, forever'. Sitting Bull surrendered in 1881; Geronimo, the last Native American warrior to formally surrender, in 1886. By 1890 the frontier was declared closed by the U.S. Census Bureau. Before that, the 'Wild West' was reduced to a side-show as Buffalo Bill took a traveling show around the country and the contents of dime novels was produced, live, for spectacle.
I don't have much to say about this first reason - it exists and there's nothing an RPG can do except posit an alternate timeline and hope for the best - to recognize that the setting exists in the same world as 'The Good the Bad and the Ugly', rather than any world we know.
The second reason has to do with mechanics and genre-emulation. In a Western, our cowboy has to crash through swinging saloon doors and give a steely-eyed stare to a room full of pistol-packin' ne'er-do-wells knowing that he's going to survive if they all draw and a hail of bullets whizzes past him (or at least have a chance), while at the same time has to act like he's beaten when a low-down weasel sneaks behind him and puts a gun to his back - that a single bullet delivered at the right time is certain death. More importantly, the PC strategy can't be to dress in black pajamas and sneak into the villa and slit the cattle-baron's throat while he sleeps - the medium demands that sometimes these things gets resolved with a showdown and everything comes down to the speed of the draw.
A Western-RPG has to have rules that incentivize the types of behaviors you want from PCs. There's a real tension between maintaining verisimilitude and encouraging the PCs to get into a shootout at the OK Corral. Even the most insufferable 'realism' gamers are okay surviving a blast of fire from a dragon's maw but draw the line at a bullet through the brain. Once again, this isn't easy to resolve - it's been on my mind off-and-on for the better part of two decades and I don't really feel like I have a solid answer.
So Why Are We Doing This
I've mentioned that I have a fantasy heartbreaker RPG that my friends and I wrote together and we've been developing and playing since 2008. There's been some interest in adapting our game to Western/Modern (and maybe other) genres, and taking a critical look at what other designers have done might help me along. Outside of that, there are so many pitfalls in game development that people keep falling into. We all know 'what works at one table may not work at another', so everyone should feel free to tinker with the rules, but if the rules consistently produce outputs that aren't FUN for ANYONE, figuring out how to make them better is in everyone's interest. If the designer didn't figure out how to make the rules work to create the game they envisioned, dozens or hundreds of Game Masters aren't likely to generate better rules on the fly......

Sorry, that's McFly
....and if they do, it comes at the expense of consistency. There's real value to having rules that produce the outcomes you want - that are genre appropriate and fall within the player's expectations - and also to help DEFINE those expectations. Whether we're using action-hero physics or a cut from broken glass leads to gangrene and death matter and players and GMs need to know which way the game leans.
Also, since I'm a fan of Westerns in general I get to name-check some of my favorite movies (or at least ones that seem relevant) and some of my favorite cowboy songs. Happy to have a side-bar conversation about any or all of those.















