Archives for May 2017

I’m Your Huckleberry #Nashcon 2017

You know it’s the end of a long editing cycle when the biggest problems you are encountering are kerning issues with your font on the charts! I’m Your Huckleberry has been in a long development processes for a little over 3 years. The first edition was in March of 2014. The biggest impact it has had has been on the development of The Devil to Pay, actually. For myself, its also been a great learning experience. At all times it has been a process of improving the game theory present in gun fighting games and improving the gaming experience. I was first driven to write it because just about every other game I came across did not scale well at all as players were added. So I set out to create a system where people had fairly atomic choices of action, and all players went simultaneously. The rules are the system that makes it work, because otherwise you’d think it would explode instantly into chaos and fist fights among the players. 

Taking careful notes about how people played the game gave me good insight into how to set the levels of certain modifier and in which order actions are resolved. The latest version that I’m running at Nashcon will be the last version of the chart updates. I am confident the game works as intended. The next phase, which I’ve already started, is the writing of the verbal description of the rules. Thankfully I have an editor who has worked with me before and is excellent at technical writing.

As stated in previous articles, the damage has been changed to remove all of the markers and many of the special states models could get into. It made the table top ugly moving all of the markers and it did really lend itself to a more immersive experience. In this version there are 4 wound states that have an impact on the game.

I’ve also changed the dice up. There are now equal odds for hit, unloaded, and no effect. Basically 2 red faces (hits), 2 blue faces (unloaded) and two blank faces (no effect.) The benefit is that the game is more dangerous. Its more likely you will get wounded. It’s also more likely you’ll be out of ammo. In many ways this is more realistic. Before you could take great chances and get away with them. We had a game, in the past, where someone took two aimed shots at someone in the open with 11 dice and missed both times. The odds of missing with one roll of 11 dice was actually 43% back then. Now, with the new system, it’s only 7.5%. So still possible, but far more unlikely. Once you start taking shots is much more likely to get deadly if you aren’t in cover.

We have also cleaned up the way shotguns work. The way blazing away with a repeater works. We’ve defined the difference between blazing away with two guns verses fan firing a six shooter. It’s realistic and cinematic. That doesn’t make sense. No, it’s cinematic because, honestly, that just isn’t a good use of ammo. It’s realistic because that shit happened and a lot of unintended people died which is in the rules.

The campaign rules are coming along. I’ll write more about them as we play test them. Just like the way the gunfight rules are not your grandfather’s Old West game, the campaign system is going to stir up things quite a bit as well. See you on the range next time!