[Six Bullets for Vengeance] Spodley Grange playtest part 1
Saturday afternoon at Spodley Grange I got to run a playtest of Six Bullets for Vengeance, I think for the 5th time. Each time it’s been with a subtly different set of rules and a different group of players, and this outing would be for the first time since I made the changes that arose from the Conception playtest.
Setup
There were 4 of us playing – myself, Malcolm, James and Janos. Everyone except Malcolm had played before, although only me and James had played with anything approaching the current version of the rules.
We brainstormed ideas for the setting and quickly decided to play it straight – ie as a Western. We wanted a subtly different feel though, and after brushing aside the idea of a Western set in Mexico, Malcolm suggested we go for a Pale Rider feel with a cold Western.
We set it in the mountains of Nebraska during winter, Malcolm suggesting a town swathed in snow with characters wearing thick overcoats buttoned up to the neck against the cold and hats pulled down over their ears.
We talked about what sort of settings and scenes we wanted to see and James suggested we go for quite a strong visual feel and have each chapter and antagonist confined to a single locale in town – the saloon, the hardware store, the church and so on.
After we’d settled on the setting, we threw about some ideas for characters. Malcolm opted to play the protagonist, James Pilgrim, a doctor.
We then discussed antagonists and I made it clear I wanted to avoid clichés with characters, so no corrupt sheriffs or the like. We decided instead to go for a town run by the mining company, with us all playing various characters associated with the company.
I was Thomas Deacon, the company boss, Janos was Bill Bishop, the corrupt union official, and James was Douglas Priest, the general store owner.
Because there were only 4 of us, and I wasn’t sure how long the game would take, we decided to play one antagonist each to start with, possibly increasing this to two towards the end.
After the game Malcolm pointed out that 3-4 players was really the ideal number for the game, with 2-3 of the players taking on a couple of antagonists each, which was so obvious I’d managed to miss it.
After playing around with Everlasting Empires in the morning it became obvious that I needed a bit more structure in the setup, perhaps with some questions to get the juices flowing and give everybody a strong premise to begin the game with.