Into the west...the far west. (dramatic music sting)
The Game: Far West
The Publisher: Adamant Entertainment
Degree of Familiarity: None
Books Required: Just the one
Ah, Far West. One of the first (maybe the first?) Kickstarters I ever backed. Indeed, one of the first RPG to ever be crowd-funded on the platform! It raised about $50K, which was huge for the time and pretty respectable nowadays, but it was pretty emblematic of problem Kickstarters - lots of overpromising. At the time, we just didn't know.
Other RPG Kickstarters of the time also over-promised and under-delivered (see also Apotheosis Drive X and They Became Flesh and Project: Dark), but Far West turned into one of the most infamous, partially because the creator insisted up and down that the game was really going to happen. Twitter wars ensued, there was even a site called "Is Far West Out Yet" at one point, and the game became synonymous with "why it's risky to back a crowdfunding project," even as the vast majority of them do indeed deliver. (Seriously, I've backed literally hundreds of RPGs on Kickstarter, and it's less than 5% that don't fulfill, though a lot of them are late.) This dragged on for twelve fucking years.
Indeed, I had written off ever seeing this book, but then Pinnacle Entertainment swooped in and helped with printing and fulfillment! And lo! Last September, I actually got the hardcover I paid $50 for in 2011! It's not "signed and numbered" and "limited edition" like my pledge rewards said, but whatever, I don't generally care about those things and I'm just amazed I ever got anything at all.
So...let's make a character! I rather doubt I'd run this game, but I dunno. I read the setting chapter last night, and it's got some interesting ideas. At the very least it was readable and my eyes didn't glaze over, so that's good. There are some pretty harsh reviews out there, but I admit I'm reading the book with kinder eyes because a) I don't care how late it was, that's not the kind of thing I get outraged over and b) I want to like things.


PCs in this game are assumed to be "wanderers of the Dust Road," members of the martial arts underground. The more easily understood way to look at that, I think, is "adventurer," though there's a spaghetti western/wuxia vibe to it that's a little different than the D&D meaning of the term. I actually had something of a concept, though it's a little half-baked. There was a huge battle about 32 years ago, and without going into the whole history, it was pretty much what made the titular Far West what it is. I thought it would be interesting to play someone who was a child during that battle and saw his parent(s) go off to fight and then never return. Assuming he was maybe 5 at the time, he'd be 37 now. I can live with that, I think.
Well, set that aside for the moment. I guess the first thing we do is Rank? The GM would set this, normally, but it says that Initiate is the default, so let's do that.
Attributes are that second column, so I get 23D (max 5) to stick into those. The game system here seems to work like the old WEG d6 system, in that I can split dice into pips. There are seven Attributes: Reflexes, Strength, Wits, Toughness, Presence, Knack, and Kung Fu. So I suppose I should think about concept a
little more.
The next step is Background. I feel like that should have been before Attributes, but what do I know, I don't take 12 years to make a 300-page game. You can roll Background randomly, and ordinarily that's what I'd do, but my concept would seem to restrict some choices. Eh, actually, I'll roll and see if I hate the result.
Either Back East - the Periphery or the Eagle's Claws, so either on the border between the Empire and the West or in the mountains. I can see it going either way. I feel like Eagle's Claws is more interesting, though, so let's say that my character, as a little boy, waited for his parents to come back and when they didn't, he panicked and fled north (I think) into the mountains. He arrived at the stronghold of a Mountain Clan, half-dead, a few days later, and they were all set to leave him (they're not big on outsiders), but one of their elders pointed out that this kid made it halfway up a mountain - sounds like a Mountain Folk to me!
That gives me +1 to Reflexes or Toughness, and then +1 to any two Skills or +2 to any one from Climbing, Craft, Driving, Riding, Scholar, or Survival (Mountains). Keen, does that bonus to an Attribute count towards the max of 5? I looked through the pregens and didn't see any with stats of 6, so let's assume it does. And then let's go back and do Attributes.
I think the bonus should go into Toughness, considering, so I'll start with 1D free there. Let's put that up to 4D, which gives me 20 more to throw around. Let's put 2D into Knack (it's about using tools and tech) and 3D into the other five, does that math work? Yeah, that means I've spent 20, which means I have 3 more. Let's bump Strength, Reflexes, and Kung Fu up to 4D. That's 23!
OK, jumping back into the actual order, let's go to Occupation. Again, we can choose or roll, and I'd rather roll. Depending on how we cross-reference the dice (you roll two and check a chart, so there are two ways to read any roll unless you roll doubles, which I didn't) I could be a stablehand or a hunter.
I don't figure there are a lot of horses up in the mountains, so let's go with Hunter. This covers both animal-hunter and bounty-hunter, and I think my guy is the former - he hunts and provides meat to the Clan (and maybe to other little villages in the area, why not). This lists Stealth, Survival, and Tracking as my Skills, what does that mean? Oh, I get 3 pips to put in these, so I could put one pip in each one, 1D in one Skill, or split them. I'll just keep that in my pocket for now, but the next bit is Skills, so it won't have time to melt there (wait, what?).
Next step is indeed Skills. I get 15D to throw around. Skills start with D equal to their controlling Attribute, so I already have 4D in all my Toughness Skills (rather, both of my Toughness Skills), plus I get a couple of dice to put into the six I can choose from my Background. And then I can take Flaws later to get more Skill dice (or buy Edges).
Well, looking over my list, I might want:
Athletics
Dodge (ugh)
Stealth
Climbing
Jumping
Hide
Search
Survival
Tracking
Animal Handling
Willpower
Traps
And then Kung Fu Skills are weird, I don't use Skill dice for those. So I'll ignore that for now.
Well, of the above Skills, I know I want to put dice into Traps because it starts at 2D and that's kinda weak. So let's put 3D there because I'm a hunter.
Let's put 1D each into the rest except for Climbing (which I'll leave where it is for now), and split that last dice into specializations. I'll specialize Survival in Mountains, Traps in Rope, and Navigation (which I didn't put any Skill dice into, I know) in Mountains as well. And then let's add my free shit. I'll put 1D from my Background into Survival (Mountains) and one into Climbing. Then I get those three pips, let's just split them up evenly.
Kung Fu! Instead of using Skill Dice here, I get to split up my Attribute Dice (4) betwixt the four Kung Fu Skills. I think Allegiance plays into this, so I'm gonna leave it for now. What's next?
Spirit & Aspects! Oh, right, this game started life as a Fate hybrid. Spirit is an inner strength kind of thing, and there's a formula: [Kung Fu + (lower of Reflexes and Wits) + (lower of Presence and Knack) + (lower of Strength and Toughness)] x 2 because I'm an Initiate. For me, that's [4 + 3 + 2 + 4] x 2 or 26.
Aspects! These work more or less like they do in Fate, and wow the lines you write them on in this character sheet are teeny. Anyway:
The book recommends that the first two relate to the Virtues of the Dust Road, and in my case I think maybe the Occupation one will, but for the Background one I want to say that he Witnessed the Glorious Defeat. For Occupation (hunter, recall), I think drawing on Altruism makes sense, so I'll say his Aspect here is No One Should Starve When Food is Plentiful.
Something related to one of my highest Attributes (several are tied), hmm. I think Toughness is probably the most defining (feels like this happens a lot with my characters, actually), so I'll say the Aspect here is Child of the Mountain. His lowest Attribute is Knack, so I'll give him a more negative Aspect and call it Machines are a Mystery. And, finally, I get one based Rank...what does that mean? GEE I WISH THERE WAS AN EXAMPLE OF CHARGEN. Guess that would have taken another six months.
Well, let's focus it on him wandering the Dust Road and let's get a little macabre with it: My Parents' Ashes are Out There Somewhere.
And now, Edges & Flaws! Ooh, I kinda want Animal Companion so I can have a hunting falcon, but I'd need a Flaw. I like Hindrance - I choose a group of three Skills and take a +1 or +2 difficulty to using them when the Hindrance applies. Let's say that my character is mildly agoraphobic; forests (and therefore the foothills and mountainsides) are OK, but large, flat plains are scary and remind him of the Glorious Defeat. I'll say the +1 difficulty applies to Running, Navigation, and Willpower. That gives me 1D, which I can use to take Animal Companion, and I'll say it's an eagle, since they're native to the Eagle's Claws (doy).
Any others? Well, Phobia is actually its own Flaw, so I'll take it just to be consistent and get 2D back, and then immediately spend it on the Sense of Direction Edge.
And now we're on to Allegiance! I...don't think I'd have one. Rather, I think his allegiance would be to his clan, but maybe not even that. Wandering Stars isn't bad, either, but there's a focus on poetry (and drinking) that I don't see him having. Let's say he's a Drifter, with no allegiance.
Kung Fu isn't its own step (which it should be). I get three Styles that I don't have to pay Spirit for. Let's see if I can suss this out.
OK, this is pretty easy. There are a zillion styles here, and I can only take styles that I have the Skills for. I have 4D to split between the four Kung Fu Skills, so what I should do is pick my styles and make sure I have the Skill points for it. On we go!
(I can already tell I'm gonna put points in Lightness. I love the acrobatic shit.)
I want Dancing Puma, which lets me increase my speed - useful for a hunter. Ooh, Eagle Descending looks nice (letting me drop on opponents for greater effect), but let's keep looking. Healing Spirit would let me heal my own damage more easily, which seems appropriate for my self-sufficient character.
Oh, Leaves of the Mountain Forest, yes please (falling without taking damage). And then we'll take Way of the Flowing Mountain Silhouette (defensive style that only works outdoors). That leaves me with three Lightness styles, so I'll put 3D into Lightness and 1D into Internal.
And I think that's everything, actually. I need a name, of course. My character doesn't remember his real name. The Clan that took him in (rather, the elder that vouched for him) called him Chick, since he was clearly someone's kid but had "fallen out of the nest". The villages that he visits (to bring them game and catch up on gossip and so forth) know that he's from "up the mountainside," so "Chick Mountainside" is about the realest name he has. He calls his eagle Kimmy - he's not sure why. It was just in his head.
I think if I were playing Chick, I'd ask the GM work "Kimmy" into his family somewhere; maybe that's his long-long sister's name or something.
Chick is bigger than you think. He tends to be hunched over because he's tracking or hunting, but if he's stood up he's over six feet. Kimmy perches on his right arm or left shoulder (and Kimmy is big, she's an eagle, not a falcon), and Chick always carries a length of rope for setting traps and a dagger to finish off animals he catches. Chick has extremely limited experience fighting humans, which as I think about it I could have worked into an Aspect, but that's fine.
That'll do it, I think.