Arthur and I took What a Cowboy to Trumpeter Gaming Society's monthly game night at Bonsor Community Centre. It turned out to be very popular - we had seven players, one more than the six that I'd intended as a cap. I think everyone had fun, but there were also a few lessons I learned for future games.
First mistake was that there was no particular scenario, just 'wild west shootout'. Each player was allowed two characters, a greenhorn and a shootist. And naturally, they pretty much started shooting as soon as the game began. Next time, I will be certain to create teams or alliances.
The table was set up as a dusty, southwestern/spaghetti western style of setting.
Here we see Rooster Cogburn stalking two men in black.
Poundmaker up on the hill was trying to find a target for his long rifle, when a bear showed up as a random action! It was a bit of a WTF moment for the player, but he took it in good humour.
Shootout in the cemetary. This was one of the fights that started in the very first turn - allowing players to go at each other right from the drop was a bit problematic. If I require teams at least at the start of the game, then hopefully two things will happen: action will take place more in the center of the table, and characters will get a chance to move into favourable terrain before getting shot at!
An unarmed Louis Riel decided to walk boldly down the centre of main street, heading straight for the church. Tragically, he was shot down on the very steps of the church!
The man with no name did manage to reach and enter the church, using it as a fortress from which to shoot at gunmen in the street.
Riel continues down the street, observed by Rooster Cogburn.
Another random event - two henchman groups of Mexican banditos appear, and immediately take exception to the desecration of the church by the man with no name.
I was too busy trying to keep the game moving, so didn't manage to take photos or even keep up with the narrative of the game.
More thoughts - 7 players with 2 characters each was a bit too much for me to keep under control. I dropped the random activation, and shifted to simply going clockwise around the table. Perhaps with many players, restrict each player to a single character each
Lack of a specific scenario was also a problem. Giving the players some specific objective or objectives would have given some focus to their actions, although I have previously hosted other multiplayer games where such objectives have been ignored in favour of simply shooting at the nearest target, so take that suggestion with a grain of salt.
All in all, though, the game was still fun. Perhaps next time the game will be in the Yukon!