From publisher blurb:
You look to those closest to you, fellow gunslingers of the Order of the King. The arduous trek across the bleached desert is over and now you stand before a slip door. Though tested, the fellowship of your Order stands true.
You grasp the worn sandalwood grip of your artefact gun and twist open the door. You gasp as the sharp sea air hits your lungs. Gulls caw and the foam sprays your face like a baptism. You step through to another reality.
After all, there are other worlds than these.
Stand true, Gunslinger
We Deal in Lead is a weird west wanders TTRPG by Colin Le Sueur for 1 or more players. Streamlined rules, fast character creation, and gameplay built on exploration and player choice. Based on Cairn by Yochai Gal.
Features:
Set in a strange post-apocalyptic world eerily close to ours, where the borders of time and space wear thin
You are Gunslingers, mythic champions holding off the forces of chaos with lead and grit
Combat and exploration gameplay designed for 1 or more players, including solo or group play
Streamlined d20 roll-under rules based on Cairn, Into the Odd, and Knave
Hard-hitting gunslinger combat with new gun mechanics
Compatible with other Cairn adventures and settings; journey with your gunslingers into other genres and times
Recruit heroes from other worlds to join your quest, even those fallen to death; death is just another door, after all
Keep the bonds of fellowship strong within your Gunslinger Order and your aim will remain true
Wilderness survival and exploration through a world that has moved on — the known and unknown lands are dangerously unpredictable
Friend and train beast companions to act as your eyes, ears, or fangs, including hawks, wolves, and bumblers
- Highly inspired by The Dark Tower, using similar themes like magical doors and gunslingers.
- The genre-bending nature allows incorporation of elements from fantasy or sci-fi.
- Combat, especially gunfights, is deadly and has unique mechanics like misfires.
- Excellent solo rules and tables facilitate no-prep gaming.
- Beautifully produced book with great art.
- The system is simple and easy to adapt.
- The excursion generator provides a good framework for solo play and narrative generation.
- Some random tables have strange numbering (e.g., starting D100 tables at 26).
- Wishes for more random charts in the bestiary and for rolling up monsters.
- Would like to see an official supplement for other worlds with random tables for different genres.
- Pre-written adventures are not ideal for solo play.
- Gunslingers in a world drifting in and out of space and time
- Weird West
- Karen
- Run Karen
- Dark Souls
Mechanics (from transcript analysis)
- Combat System — Combat is deadly; for melee, damage is rolled directly. For guns, a shoot table is used, which includes chances of missing or misfiring.
- D20 Roll Under — The core system uses a D20 roll under mechanic for most actions, based on stats like strength, dexterity, and heart.
- Excursion Generator — Features a system for generating excursions with a set number of encounters in various locations, leading to a resolution phase.
- Grit System — Characters have Grit, representing their ability to endure, which depletes and can lead to critical damage or death if it reaches zero.
- Karen System — The game is based on the Karen system, known for its simplified rules and deadly combat where all attacks hit and only damage is rolled.
- Lead Currency/Ammo — Lead serves as both currency and a resource for reloading guns, with one point of lead reloading all shots.
- Solo Oracle — Includes a simple 2d6 favor/sorrow table and a more complex Tarot-based oracle for solo play to generate narrative prompts and answers.
Video topics + discussion points
Quotes (from this video)
- The man in Black fled across the desert and the gun Slinger followed.