-
The gameplay loop for this game is simple, combat focused and very much on rails. Go into the Mine, fight, come out with riches, spend them, repeat. It relies on the “strike it rich” gold rush mentality of the time.
-
This World is intended to be hyper-lethal. TPKs are expected. The Cemetery is ever-expanding and the Train constantly brings in fresh meat. To begin a story in New Prospect, or when adding Players to an existing story, refer to the scene: train into town.
-
Instead of full NPCs I provide you, the storyteller, with roles. These are character outlines that tell you what each should do in your story but leaves the details open to you to define.
-
New prospect is intended to be a closed system. As such, travel in and out of town is very limited.
- The mine is ultimately a dead end and characters who enter must eventually return to New Prospect or perish there.
- Characters can head Back East and retire provided they do not have a loan with the Bank.
- If anyone tries to leave town on foot or horse refer to the Hoodoos section. They should be warned back to town. If they ignore the warning the should be killed.
-
Endings I have imagined:
- The Good: The point of this world is to teach players that the very capitalistic machine formed by the NPCs is evil (even if it is fun) and the good ending is to in some way destroying that town-shaped machine. To this end, if one character in a role dies they should be replaced in the next couple sessions but if the players make a concerted effort to kill or ruin or depose everyone in town that should be allowed.
- The Bad: The player characters experience success and wealth in new prospect and decide to retire back east, perpetuating the stories of it’s riches while leaving the machine intact. The train arrives with fresh miners the next week.
- The Ugly: The mine should get progressively more dangerous and more lucrative but eventually the players dig too deep. Something awakens and and wake something up that comes out and destroys the town killing everyone including the player characters. The Undertaker should attempt to foreshadow this.