GURPS Old West full-campaign, realistic (non “cinematic”), with some possible “subtle” supernatural elements, taking place in the standard Daniverse setting. Essentially a “revenge” story. Aces & 8s, not Deadlands. PCs are going to be part of a posse assembled to take down a dangerous gang plaguing the region, and are expected to be “martially competent” and otherwise up-to-the-task; current plan is 200/-75/-5. Each PC will need defined some form of causa vitae (“reason to live”; family, dreams, promises-made, etc.—details to follow). Other than that, for PCs, mostly-anything goes. I expect the campaign will be “tethered” to a particular location/town; location and period TBD via player poll. Naming convention: famous “Western” movie actors.
The Origin
I announced this one in mid-July 2024. Technically, this was my second campaign run of the year, which is unusual but not unheard-of. It was a bit of a spur-of-the-moment idea, borne of a late-night conversation I had with Rigil Kent (Phil), and I thought I could potentially spit this one out quickly, with minimal fuss—not unlike Redacted (whose “minimal fuss” also turned out not-so-minimal). But “no plan survives contact with the enemy”—or in TTRPGs, the players.
Due to potential spoilers, I had decided to put off the official campaign introduction here until after the first two sessions, and post-date it, which would allow me to fully explain the basis without ruining the surprise. However, after playing through session-one, I ultimately decided to “park” the campaign for later, and as such, I won’t get into those details at this time. Instead, I will explain a bit how we got here…
The Troubled Production
It won’t spoil anything to say that the overall plan was to detail a number of bad guys (“revengees”) and place them in the world, and allow the PCs to find clues and track them down in whatever order and/or manner suited them. When they get there, throw in some social engineering, and a set-piece battle or two. Easy. I just needed to establish a “need” for vengeance as the campaign kickoff, which comprised the entirety of session-one, essentially a no-win ambush by said gang. Simple enough.
I immediately proceeded to bury myself in the research and development for nearly six months, but I tend to enjoy that aspect. I started pushing for characters early on, with a session-zero, in August, to establish the particulars, and that’s where the breakdown really started.
First issue: I had an expectation that we would have a group of cold, gun-slinging killers—like Clint Eastwood, Charles Bronson, Yul Brenner, Ed Harris in Westworld, Kilmer’s Doc Holliday—with maybe some slightly more “colorful” types mixed in. I must not have communicated this very well, because out of five PCs, I only got one actual example of the above. A couple of others were “near enough” and didn’t bother me. The rest were…well, there wasn’t anything technically wrong with the characters, and that was the problem—I couldn’t just say “no.” Maybe I should have.
Second issue: The session-zero ended a bit short, because I ran out of recorded agenda-items, but I didn’t have everything I needed in hand—that was a grave mistake. I ended up arranging a second session-zero (session-zero-point-five?) some weeks later to try to wrap it up, but I still didn’t have everything when that one was over.
Third issue: The intent for this campaign was a Sea Dogs-like setup, which meant I needed the players to communicate their intentions well ahead of time, so I could get ahead of that process. I also wanted to step up my “quality” by filling out the wiki details on all the characters and locations better than I had been. But in the course of getting the characters’ details from the players over time, I encountered a great deal of…friction. Session-zero didn’t do its job, as mentioned. Players were slow to respond to questions on Discord, frequently ignored my written and verbal suggestions and cautions, and procrastinated in getting me the information I needed to wire things into the narrative. When I tried to course-correct, the players seemed to misunderstand what I wanted, and ultimately, never actually did what I asked.
I was getting frustrated to the point of actual anger, which resulted in me pushing out the start of the campaign from its intended October launch to the end of the year, to “get myself in the right headspace” (with a two-week “no-touch” break from working on the campaign). As the new launch date approached, we started having to work around the usual end-of-year holiday absences—which was a particular problem due to the way the campaign kicks off, which requires all the PCs to be present or it doesn’t quite “work right.” An upcoming TDY assignment for one of the players would result in him missing half-or-more of the run. Another player had a family trip after the first session, and returned with an illness that out session-two again. And even two weeks after session-one, I still hadn’t gotten all the character details I wanted from the players, and I still felt I was being ignored on Discord.
That was all I could take. The return on my significant investment was just too low to continue. I was continually frustrated/angry for around six months, which I found to have additional psycho-physiological effects, aside from the “functional” effects on the campaign itself and normal GM stress. I decided this just wasn’t going to work out at this time, and regretfully pulled the plug.
The Future
I have done far too much work on this campaign—work I’m proud of—to let it go entirely. So I expect I’ll come back to it in a year or so, just as ultimately happened with Sea Dogs for similar reasons. If/when that occurs, given the nature of the session-one we played, I expect I can pick up where we left off or start over entirely without much bother. So, I’ll wait to do a “proper” introduction then, and keep things spoiler-free for now. In the meantime, I need to figure out how our communication went so wrong, while I work on this campaign’s replacement…