Running a Really Wild West fight on a Train (in Starfinder)
For tonight’s Really Wild West game, I drew out the train “Old Number Seven” on a very simple 1-square-is-30-feet scale. That got the whole (short, 12-car) train onto one map, and character tracked where they were (inside a car, on top of a car, or outside the cars) on that map whenever they were not dealing with anyone in melee.
If greater resolution was needed, each car and its immediate surroundings were drawn on their own flip-tile. We actually only had to do that twice, and while I was initially worried about running one fight at two scales, my (brilliant, veteran) players had no trouble figuring it out or moving PCs seamlessly between them.
It also meant the fight took place over a distance hundreds of feet long, which I could never have gotten onto a single game table. Things like firearm range increments and who was more effective in melee had real tactical impact. (And we got some awesome cinematic moments like the centaur paladin in full plate charging down the length of the outside of the train, the fenrin bounty hunter flinging herself off the caboose’s roof to tackle a foe, and the human soldier running along a train car, civilians huddling for safety as his command at the sides of the car, while he fired at a foe in the aisle of the next car over… and hits!).
It also really helped drive home the genre of this campaign. Sure there were kastha… and snakemen… and centaurs and spells and pistol shots. But it was a fight on a steam train stopped by a blown-up bridge as brigands attacked it.
Want more Starfinder articles like this? GM tips? Game notes? Pathfinder 1st-edition content? Would you rather see more material for 5e, or industry insider articles? Join my Patreon for a few bucks a month, and let me know!
Posted on July 25, 2020, in Adventure Design, Adventure Sketch, Starfinder Development and tagged Game Design, Gamemastering Advice, gaming, Geekery, Really Wild West, Starfinder. Bookmark the permalink. Leave a comment.
Leave a comment