Gun & Slinger: Mechanics
doing things & resolution (p. 32 in book, 17 in pdf):
- all checks, attacks, etc. are determined by a modified game of go fish
- pairs are kept face down in front of the player, known as the “cache”
- when your hand is empty, draw 3
- steps to a check:
- player attempts an action
- maestro calls for a check
- player “go fish”-es (asks the other player or maestro for a particular card)
- if they have the card: the requestee must answer truthfully and must hand it over
- if they do not have the card: the petitioner draws from the deck
- maestro declares the check’s cost
- petitioner can then:
- pay with a pair from their cache or…
- note: pairs have their single-card value (e.g. a pair of 5s is only worth 5, not 10)
- total value paid is the pair’s value + relevant stat + aid from other player
- once per check, the other player can aid the petitioner by describing their aid and paying a single from their hand, adding its value to the total paid (e.g. other player aids with a 2, adding 2 to the total paid)
- request a bargain or…
- player can pay a face card to the maestro for a baseline success
- if the player is unable or unwilling to pay a face card, it becomes a blind pay. this blind pay cannot result in a standard success, if the blind pay succeeds there must be a complication
- accept failure
- failure results in gaining 1 braid
- MAESTROLESS check steps
- one player flips deck’s top 3 cards
- if a face card is revealed it must be chosen and players must act as if the maestro played it
- other player selects one of the 3 to set the check’s difficulty
- follow steps as normal
- blind pays (always used for attacks but can also be used at maestro’s discretion for simultaneous gun & slinger actions). steps:
- maestro calls for a blind pay and sets difficulty
- maestro flips deck’s top card to reveal the modifier
- players each play a single face-down
- cards are revealed and total is calculated (gun’s single + slinger’s single + modifier)
- face cards are worth 10
- aces are 1 or 11 determined after reveal
- one player may choose to add their relevant stats
- in order to succeed: [difficulty]≤[total]≤21 (>21 = busting)
- 21 exactly is pure success
- MAESTROLESS blind pay steps
- deck’s top card is flipped to set difficulty
- difficulty = 21 - card value
- next card in deck is flipped as modifier
- follow steps as normal
- face moves: face cards do not pair with themselves
- king: can be used to succeed at any check, including the other player’s
- queen: (wild card) can be paired with any single to produce a pair
- jack: play one at any time to draw 3 cards
- aces: a major success with an extra effect:
-
- you gain extra insight: pose a question to the table and collaboratively answer
- you gain or maintain the upper hand, determined collectively
- your result improves remarkably
combat & action (p. 42 in book, 22 in pdf):
- not turn based
- shooting
- gun and slinger must both agree to shoot
- both draw a card
- make a blind pay to shoot
- baseline difficulty for attacking (with or without the gun) is medium difficulty 5-8
- a single hit defeats regular enemies (may be more if twist-touched or armored)
- upon defeating the enemy:
- if by gunfire: gun draws a card
- if otherwise: slinger draws a card
- harm
- when slinger fails to avoid a hit, mark 1 scrape
- if scrapes are exceeded, add a major injury
- exceeding 2 major injuries is fatal
- death
- not necessarily permanent – the twist can bring pcs back but there is a strange and noticeable transformation, both internally and externally
- permanently mark 1 twist track point
character & player advancement (p. 68 in book, 35 in pdf):
- braids are gun & slinger's resource spent for character advancement
- players share a pool of braids
- gaining braids
- always gain a braid when failing a check
- given out at maestro’s discretion (e.g. completing noteworthy tasks, doing cool shit)
- MAESTROLESS: when characters lean into runes and agendas
- at the end of each session, answer the following as a group and mark a braid for each yes
- did you barely make it out alive?
- did your legend grow?
- did you create avoidable trouble for yourself?
- did you learn the world's deeper secrets?
- spending braids
- 5 braids
- create a new trinket or tool
- declare a new fact about the surrounding world
- 10 braids
- give yourself a new stat, starting at 0
- grant yourself a new ability, move, or other character specific capability
- 15 braids
- raise a stat by 1 (max 3)
- gun-specific
- strengthen connection
- limited → complex: 10 braids
- complex → substantial: 15 braids
- gain a new rune
- slinger-specific
- gain a new sense
- cost = current senses + 2
- raise twist capacity
- cost = current capacity + 3
- remove twist marks
- discover a new word
maestro (p. 70 in book, 37 in pdf):
- using cards
- maestro does not make pairs, cards remain in hand used as singles to make moves (introduce new elements and complications to the story)
- always go fish before making a move
- card played reflects new element's intensity
- can translate to a check for the players, but not necessarily
- maestro face moves
- king: separate gun and slinger
- queen: gun & slinger lose something valuable
- jack: someone receives a major injury
- ace: immediately raise the stakes
- suits matter for theh maestro face moves
- hearts: the environment
- diamonds: the twist
- spades: the antagonist
- clubs: dealer's choice
- jokers call the thing that hunts